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(global string data_mine_mission_segment "")
(global string data_mine_mission_segment "")
(global short sound_offset 15)
(global short sound_offset 15)
(global short prediction_offset 45)
(global short prediction_offset 45)
(global short straggler_no 0)
(global short straggler_no 0)
(global effe phantom_boom effects\scenarios\solo\deltatemple\phantom_explosion)
(global effe phantom_boom effects\scenarios\solo\deltatemple\phantom_explosion)
(global short lz_turret_count 2)
(global short lz_turret_count 2)
(global bool lz_mounted_up False)
(global bool lz_mounted_up False)
(global bool ride_ally_comment_go False)
(global bool ride_ally_comment_go False)
(global bool lz_pelican_in_sight False)
(global bool lz_pelican_in_sight False)
(global bool lz_pelican_arrived False)
(global bool lz_pelican_arrived False)
(global bool turrets_down False)
(global bool turrets_down False)
(global bool lz_phantom_01_leaving False)
(global bool lz_phantom_01_leaving False)
(global bool lz_phantom_02_leaving False)
(global bool lz_phantom_02_leaving False)
(global bool lz_phantom_03_leaving False)
(global bool lz_phantom_03_leaving False)
(global bool wraith_warning_go False)
(global bool wraith_warning_go False)
(global short bridge_vehicles_total 1)
(global short bridge_vehicles_total 1)
(global bool regret_ally_comment_go False)
(global bool regret_ally_comment_go False)
(global bool bunker_holo_trans False)
(global bool bunker_holo_trans False)
(global bool bunker_holo_chant True)
(global bool bunker_holo_chant True)
(global bool bridge_ally_comment_go False)
(global bool bridge_ally_comment_go False)
(global bool bridge_pelican_in_sight False)
(global bool bridge_pelican_in_sight False)
(global bool bridge_pelican_arrived False)
(global bool bridge_pelican_arrived False)
(global real bridge_state 0)
(global real bridge_state 0)
(global short w_path_turret_count 1)
(global short w_path_turret_count 1)
(global short w_path_spawn_count 5)
(global short w_path_spawn_count 5)
(global short temple_ent_near_turret 1)
(global short temple_ent_near_turret 1)
(global short temple_ent_far_turret 1)
(global short temple_ent_far_turret 1)
(global short temple_ent_spawn_count 5)
(global short temple_ent_spawn_count 5)
(global bool temple_ent_phase_01 False)
(global bool temple_ent_phase_01 False)
(global bool temple_ent_phase_02 False)
(global bool temple_ent_phase_02 False)
(global bool structure_comment_go False)
(global bool structure_comment_go False)
(global bool old_temple_pel_comment_go False)
(global bool old_temple_pel_comment_go False)
(global bool old_temple_bombs_away False)
(global bool old_temple_bombs_away False)
(global short old_temple_veh_total 2)
(global short old_temple_veh_total 2)
(global bool old_temple_ghosts_over False)
(global bool old_temple_ghosts_over False)
(global bool old_temple_chatter False)
(global bool old_temple_chatter False)
(global bool old_temp_middle_go False)
(global bool old_temp_middle_go False)
(global bool court_holo_chant True)
(global bool court_holo_chant True)
(global bool court_holo_trans False)
(global bool court_holo_trans False)
(global short grotto_final_snipers 1)
(global short grotto_final_snipers 1)
(global bool tower1_holo_trans False)
(global bool tower1_holo_trans False)
(global bool tower1_holo_chant True)
(global bool tower1_holo_chant True)
(global bool who_points True)
(global bool who_points True)
(script static player0
(script static player0
(begin
(begin
(unit (list_get (players) 0))
(unit (list_get (players) 0))
)
)
)
)
(script static player1
(script static player1
(begin
(begin
(unit (list_get (players) 1))
(unit (list_get (players) 1))
)
)
)
)
(script static player_count
(script static player_count
(begin
(begin
(list_count (players))
(list_count (players))
)
)
)
)
(script static end_segment
(script static end_segment
(begin
(begin
(camera_control True)
(camera_control True)
(cinematic_start)
(cinematic_start)
(fade_out 0 0 0 15)
(fade_out 0 0 0 15)
(sleep 30)
(sleep 30)
(print "end gameplay segment! thank you for playing!")
(print "end gameplay segment! thank you for playing!")
(sleep 15)
(sleep 15)
(print "grab jaime or paul to give feedback!")
(print "grab jaime or paul to give feedback!")
(player_action_test_reset)
(player_action_test_reset)
(sleep 15)
(sleep 15)
(print "press the a button to reset!")
(print "press the a button to reset!")
(sleep_until (player_action_test_accept))
(sleep_until (player_action_test_accept))
(print "reloading map...")
(print "reloading map...")
(sleep 15)
(sleep 15)
(map_reset)
(map_reset)
)
)
)
)
(script static difficulty_legendary
(script static difficulty_legendary
(begin
(begin
(= (game_difficulty_get) legendary)
(= (game_difficulty_get) legendary)
)
)
)
)
(script static difficulty_heroic
(script static difficulty_heroic
(begin
(begin
(= (game_difficulty_get) heroic)
(= (game_difficulty_get) heroic)
)
)
)
)
(script static difficulty_normal
(script static difficulty_normal
(begin
(begin
(= (game_difficulty_get) normal)
(= (game_difficulty_get) normal)
)
)
)
)
(script static cinematic_skip_start
(script static cinematic_skip_start
(begin
(begin
(cinematic_skip_start_internal)
(cinematic_skip_start_internal)
(game_save_cinematic_skip)
(game_save_cinematic_skip)
(sleep_until (not (game_saving)) 1) (not (game_reverted))
(sleep_until (not (game_saving)) 1) (not (game_reverted))
)
)
)
)
(script static cinematic_skip_stop
(script static cinematic_skip_stop
(begin
(begin
(cinematic_skip_stop_internal)
(cinematic_skip_stop_internal)
(if (not (game_reverted))
(if (not (game_reverted))
(game_revert))
(game_revert))
)
)
)
)
(script static cinematic_fade_to_white
(script static cinematic_fade_to_white
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(fade_out 1 1 1 30)
(fade_out 1 1 1 30)
(sleep 30)
(sleep 30)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_fade_from_white
(script static cinematic_fade_from_white
(begin
(begin
(hud_cinematic_fade 1 0.5)
(hud_cinematic_fade 1 0.5)
(cinematic_stop)
(cinematic_stop)
(camera_control False)
(camera_control False)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_from_white_bars
(script static cinematic_fade_from_white_bars
(begin
(begin
(cinematic_stop)
(cinematic_stop)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control False)
(camera_control False)
(fade_in 1 1 1 15)
(fade_in 1 1 1 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_from_black_bars
(script static cinematic_fade_from_black_bars
(begin
(begin
(cinematic_stop)
(cinematic_stop)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control False)
(camera_control False)
(fade_in 0 0 0 15)
(fade_in 0 0 0 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_fade_to_black
(script static cinematic_fade_to_black
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(hud_cinematic_fade 0 0.5)
(hud_cinematic_fade 0 0.5)
(cinematic_start)
(cinematic_start)
(fade_out 0 0 0 30)
(fade_out 0 0 0 30)
(sleep 30)
(sleep 30)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_fade_from_black
(script static cinematic_fade_from_black
(begin
(begin
(hud_cinematic_fade 1 0.5)
(hud_cinematic_fade 1 0.5)
(cinematic_stop)
(cinematic_stop)
(camera_control False)
(camera_control False)
(fade_in 0 0 0 15)
(fade_in 0 0 0 15)
(sleep 15)
(sleep 15)
(player_enable_input True)
(player_enable_input True)
(player_camera_control True)
(player_camera_control True)
)
)
)
)
(script static cinematic_snap_to_black
(script static cinematic_snap_to_black
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(fade_out 0 0 0 0)
(fade_out 0 0 0 0)
(hud_cinematic_fade 0 0)
(hud_cinematic_fade 0 0)
(cinematic_start)
(cinematic_start)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_snap_to_white
(script static cinematic_snap_to_white
(begin
(begin
(player_enable_input False)
(player_enable_input False)
(player_camera_control False)
(player_camera_control False)
(fade_out 1 1 1 0)
(fade_out 1 1 1 0)
(hud_cinematic_fade 0 0)
(hud_cinematic_fade 0 0)
(cinematic_start)
(cinematic_start)
(cinematic_show_letterbox_immediate True)
(cinematic_show_letterbox_immediate True)
(camera_control True)
(camera_control True)
)
)
)
)
(script static cinematic_stash_players
(script static cinematic_stash_players
(begin
(begin
(object_hide
(object_hide
(player0)
(player0)
True)
True)
(object_hide
(object_hide
(player1)
(player1)
True)
True)
(object_cannot_take_damage (players))
(object_cannot_take_damage (players))
)
)
)
)
(script static cinematic_unstash_players
(script static cinematic_unstash_players
(begin
(begin
(object_hide
(object_hide
(player0)
(player0)
False)
False)
(object_hide
(object_hide
(player1)
(player1)
False)
False)
(object_can_take_damage (players))
(object_can_take_damage (players))
)
)
)
)
(script dormant _stealth_toggle_monitor
(script dormant _stealth_toggle_monitor
(begin
(begin
(sleep_until
(sleep_until
(begin
(begin
(sleep_until (if (and (>= (unit_get_shield
(sleep_until (if (and (>= (unit_get_shield
(player0)
(player0)
) 1) (player_action_test_vision_trigger)) (= 1 1)
) 1) (player_action_test_vision_trigger)) (= 1 1)
(begin
(begin
(player_action_test_reset) (= 1 0)
(player_action_test_reset) (= 1 0)
)) 1)
)) 1)
(cheat_active_camouflage_by_player 0 True)
(cheat_active_camouflage_by_player 0 True)
(print "stealth engaged")
(print "stealth engaged")
(unit_set_maximum_vitality
(unit_set_maximum_vitality
(player0)
(player0)
50 0)
50 0)
(unit_set_current_vitality
(unit_set_current_vitality
(player0)
(player0)
50 0)
50 0)
(object_set_shield
(object_set_shield
(player0)
(player0)
0)
0)
(sleep 30)
(sleep 30)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (or (< (object_get_health
(sleep_until (or (< (object_get_health
(player0)
(player0)
) 1) (player_action_test_vision_trigger)) 1)
) 1) (player_action_test_vision_trigger)) 1)
(cheat_active_camouflage_by_player 0 False)
(cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged")
(print "stealth disengaged")
(unit_set_maximum_vitality
(unit_set_maximum_vitality
(player0)
(player0)
30 70)
30 70)
(object_set_shield
(object_set_shield
(player0)
(player0)
0)
0)
(sleep 30)
(sleep 30)
(player_action_test_reset) False)
(player_action_test_reset) False)
1)
1)
)
)
)
)
(script dormant _stealth_timer_monitor
(script dormant _stealth_timer_monitor
(begin
(begin
(sleep_until
(sleep_until
(begin
(begin
(sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(sleep_until (if (player_action_test_vision_trigger) (= 1 1)
(begin
(begin
(player_action_test_reset) (= 1 0)
(player_action_test_reset) (= 1 0)
)) 1)
)) 1)
(cheat_active_camouflage_by_player 0 True)
(cheat_active_camouflage_by_player 0 True)
(print "stealth engaged")
(print "stealth engaged")
(sleep 15)
(sleep 15)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30))
(cheat_active_camouflage_by_player 0 False)
(cheat_active_camouflage_by_player 0 False)
(print "stealth disengaged")
(print "stealth disengaged")
(sleep 30)
(sleep 30)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until
(sleep_until
(begin
(begin
(print "+") False)
(print "+") False)
30 (* 5 30)) False)
30 (* 5 30)) False)
1)
1)
)
)
)
)
(script static activate_stealth_toggle_monitor
(script static activate_stealth_toggle_monitor
(begin
(begin
(sleep 1)
(sleep 1)
)
)
)
)
(script static activate_stealth_timer_monitor
(script static activate_stealth_timer_monitor
(begin
(begin
(sleep 1)
(sleep 1)
)
)
)
)
(script static playtest_mission
(script static playtest_mission
(begin
(begin
(if (game_is_playtest)
(if (game_is_playtest)
(begin
(begin
(sleep 30)
(sleep 30)
(hud_set_training_text playtest_raisehand)
(hud_set_training_text playtest_raisehand)
(hud_show_training_text True)
(hud_show_training_text True)
(player_action_test_reset)
(player_action_test_reset)
(sleep_until (player_action_test_accept) 1)
(sleep_until (player_action_test_accept) 1)
(hud_show_training_text False)
(hud_show_training_text False)
(sleep 30)
(sleep 30)
))
))
)
)
)
)
(script static x05_01_predict_stub
(script static x05_01_predict_stub
(begin
(begin
(wake x05_01_predict)
(wake x05_01_predict)
)
)
)
)
(script static x05_02_predict_stub
(script static x05_02_predict_stub
(begin
(begin
(wake x05_02_predict)
(wake x05_02_predict)
)
)
)
)
(script static x05_03_predict_stub
(script static x05_03_predict_stub
(begin
(begin
(wake x05_03_predict)
(wake x05_03_predict)
)
)
)
)
(script static x05_04_predict_stub
(script static x05_04_predict_stub
(begin
(begin
(wake x05_04_predict)
(wake x05_04_predict)
)
)
)
)
(script static x05_05_predict_stub
(script static x05_05_predict_stub
(begin
(begin
(wake x05_05_predict)
(wake x05_05_predict)
)
)
)
)
(script static x05_06a_predict_stub
(script static x05_06a_predict_stub
(begin
(begin
(wake x05_06a_predict)
(wake x05_06a_predict)
)
)
)
)
(script static x05_06b_predict_stub
(script static x05_06b_predict_stub
(begin
(begin
(wake x05_06b_predict)
(wake x05_06b_predict)
)
)
)
)
(script static x05_07_predict_stub
(script static x05_07_predict_stub
(begin
(begin
(wake x05_07_predict)
(wake x05_07_predict)
)
)
)
)
(script static x05_08_predict_stub
(script static x05_08_predict_stub
(begin
(begin
(wake x05_08_predict)
(wake x05_08_predict)
)
)
)
)
(script static 05_intro_01_predict_stub
(script static 05_intro_01_predict_stub
(begin
(begin
(wake 05_intro_01_predict)
(wake 05_intro_01_predict)
)
)
)
)
(script static 05_intro_02_predict_stub
(script static 05_intro_02_predict_stub
(begin
(begin
(wake 05_intro_02_predict)
(wake 05_intro_02_predict)
)
)
)
)
(script static 05_intro_03_predict_stub
(script static 05_intro_03_predict_stub
(begin
(begin
(wake 05_intro_03_predict)
(wake 05_intro_03_predict)
)
)
)
)
(script dormant x05_score_01
(script dormant x05_score_01
(begin
(begin
(sleep 40)
(sleep 40)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\music\x05_01_mus none 1)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\music\x05_01_mus none 1)
(print "x05 score 01 start")
(print "x05 score 01 start")
)
)
)
)
(script dormant x05_foley_01
(script dormant x05_foley_01
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_01_fol none 1)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_01_fol none 1)
(print "x05 foley 01 start")
(print "x05 foley 01 start")
)
)
)
)
(script dormant x05_slipspace_open
(script dormant x05_slipspace_open
(begin
(begin
(sleep 10)
(sleep 10)
(print "effect - slipspace open")
(print "effect - slipspace open")
(object_create_anew x05_slipspace)
(object_create_anew x05_slipspace)
(sleep 300)
(sleep 300)
(object_destroy x05_slipspace)
(object_destroy x05_slipspace)
)
)
)
)
(script dormant x05_cinematic_lighting_scene_01
(script dormant x05_cinematic_lighting_scene_01
(begin
(begin
(cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99)
(cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99)
(cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41)
(cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41)
(cinematic_lighting_set_ambient_light 0 0 0)
(cinematic_lighting_set_ambient_light 0 0 0)
(object_uses_cinematic_lighting carrier True)
(object_uses_cinematic_lighting carrier True)
(object_uses_cinematic_lighting iac True)
(object_uses_cinematic_lighting iac True)
(object_uses_cinematic_lighting x05_debris True)
(object_uses_cinematic_lighting x05_debris True)
)
)
)
)
(script static x05_02_problem_actors
(script static x05_02_problem_actors
(begin
(begin
(print "problem actors")
(print "problem actors")
(object_create_anew miranda)
(object_create_anew miranda)
(object_create_anew iac_bridge)
(object_create_anew iac_bridge)
(object_cinematic_lod miranda True)
(object_cinematic_lod miranda True)
(object_cinematic_lod iac_bridge True)
(object_cinematic_lod iac_bridge True)
)
)
)
)
(script static x05_01_setup
(script static x05_01_setup
(begin
(begin
(object_create_anew carrier)
(object_create_anew carrier)
(object_create_anew iac)
(object_create_anew iac)
(object_create_anew x05_debris)
(object_create_anew x05_debris)
(object_cinematic_lod carrier True)
(object_cinematic_lod carrier True)
(object_cinematic_lod iac True)
(object_cinematic_lod iac True)
(object_cinematic_lod x05_debris True)
(object_cinematic_lod x05_debris True)
(wake x05_score_01)
(wake x05_score_01)
(wake x05_foley_01)
(wake x05_foley_01)
(wake x05_slipspace_open)
(wake x05_slipspace_open)
(wake x05_cinematic_lighting_scene_01)
(wake x05_cinematic_lighting_scene_01)
)
)
)
)
(script static x05_01_cleanup
(script static x05_01_cleanup
(begin
(begin
(object_destroy carrier)
(object_destroy carrier)
)
)
)
)
(script static x05_scene_01
(script static x05_scene_01
(begin
(begin
(camera_control True)
(camera_control True)
(cinematic_start)
(cinematic_start)
(set cinematic_letterbox_style 1)
(set cinematic_letterbox_style 1)
(camera_set_field_of_view 60 0)
(camera_set_field_of_view 60 0)
(x05_01_predict_stub)
(x05_01_predict_stub)
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\music\x05_01_mus)
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\music\x05_01_mus)
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_01_fol)
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_01_fol)
(sleep prediction_offset)
(sleep prediction_offset)
(x05_01_setup)
(x05_01_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_01 none anchor_flag_x05)
(camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_01 none anchor_flag_x05)
(scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 iac_01 anchor_x05)
(scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 iac_01 anchor_x05)
(scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\x05\x05 capital_ship_01 anchor_x05)
(scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\x05\x05 capital_ship_01 anchor_x05)
(scenery_animation_start_relative x05_debris objects\cinematics\effects\x05_building_debris\x05\x05 debris_01 anchor_x05)
(scenery_animation_start_relative x05_debris objects\cinematics\effects\x05_building_debris\x05\x05 debris_01 anchor_x05)
(fade_in 0 0 0 30)
(fade_in 0 0 0 30)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(x05_02_predict_stub)
(x05_02_predict_stub)
(x05_02_problem_actors)
(x05_02_problem_actors)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_02_fol)
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_02_fol)
(sleep (camera_time))
(sleep (camera_time))
(x05_01_cleanup)
(x05_01_cleanup)
)
)
)
)
(script dormant x05_foley_02
(script dormant x05_foley_02
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_02_fol none 1)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_02_fol none 1)
(print "x05 foley 02 start")
(print "x05 foley 02 start")
)
)
)
)
(script dormant x05_0010_mir
(script dormant x05_0010_mir
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0010_mir miranda 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0010_mir miranda 1)
(cinematic_subtitle x05_0010_mir 1)
(cinematic_subtitle x05_0010_mir 1)
(unit_set_emotional_state miranda shocked 0.5 15)
(unit_set_emotional_state miranda shocked 0.5 15)
(print "miranda - shocked .5 15")
(print "miranda - shocked .5 15")
(unit_set_emotional_state nav_officer annoyed 0.25 0)
(unit_set_emotional_state nav_officer annoyed 0.25 0)
(print "nav_officer - pain .5 0")
(print "nav_officer - pain .5 0")
(unit_set_emotional_state weap_officer annoyed 0.5 0)
(unit_set_emotional_state weap_officer annoyed 0.5 0)
(print "nav_officer - annoyed .5 0")
(print "nav_officer - annoyed .5 0")
(sleep 153)
(sleep 153)
(unit_set_emotional_state miranda pensive 0.5 30)
(unit_set_emotional_state miranda pensive 0.5 30)
(print "miranda - pensive .25 30")
(print "miranda - pensive .25 30")
)
)
)
)
(script dormant x05_0020_mir
(script dormant x05_0020_mir
(begin
(begin
(sleep 25)
(sleep 25)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0020_mir miranda 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0020_mir miranda 1)
(cinematic_subtitle x05_0020_mir 1)
(cinematic_subtitle x05_0020_mir 1)
)
)
)
)
(script dormant x05_0030_no1
(script dormant x05_0030_no1
(begin
(begin
(sleep 51)
(sleep 51)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0030_no1 nav_officer 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0030_no1 nav_officer 1)
(cinematic_subtitle x05_0030_no1 2)
(cinematic_subtitle x05_0030_no1 2)
)
)
)
)
(script dormant x05_0040_wo1
(script dormant x05_0040_wo1
(begin
(begin
(sleep 127)
(sleep 127)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0040_wo1 weap_officer 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0040_wo1 weap_officer 1)
(cinematic_subtitle x05_0040_wo1 2)
(cinematic_subtitle x05_0040_wo1 2)
)
)
)
)
(script dormant x05_0050_mir
(script dormant x05_0050_mir
(begin
(begin
(sleep 204)
(sleep 204)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0050_mir miranda 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0050_mir miranda 1)
(cinematic_subtitle x05_0050_mir 2)
(cinematic_subtitle x05_0050_mir 2)
)
)
)
)
(script dormant x05_0060_mir
(script dormant x05_0060_mir
(begin
(begin
(sleep 272)
(sleep 272)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0060_mir none 1 radio_default_in)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0060_mir none 1 radio_default_in)
(cinematic_subtitle x05_0060_mir 2)
(cinematic_subtitle x05_0060_mir 2)
)
)
)
)
(script dormant x05_0070_mir
(script dormant x05_0070_mir
(begin
(begin
(sleep 327)
(sleep 327)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0070_mir none 1 radio_default_out)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0070_mir none 1 radio_default_out)
(cinematic_subtitle x05_0070_mir 1)
(cinematic_subtitle x05_0070_mir 1)
(sleep 27)
(sleep 27)
(unit_set_emotional_state johnson inquisitive 0.5 10)
(unit_set_emotional_state johnson inquisitive 0.5 10)
(print "johnson - inquisitive .5 10")
(print "johnson - inquisitive .5 10")
)
)
)
)
(script dormant x05_0080_jon
(script dormant x05_0080_jon
(begin
(begin
(sleep 367)
(sleep 367)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0080_jon johnson 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0080_jon johnson 1)
(cinematic_subtitle x05_0080_jon 2)
(cinematic_subtitle x05_0080_jon 2)
)
)
)
)
(script dormant x05_0090_cor
(script dormant x05_0090_cor
(begin
(begin
(sleep 437)
(sleep 437)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0090_cor none 1 radio_default_loop)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0090_cor none 1 radio_default_loop)
(cinematic_subtitle x05_0090_cor 1)
(cinematic_subtitle x05_0090_cor 1)
)
)
)
)
(script dormant x05_0100_no1
(script dormant x05_0100_no1
(begin
(begin
(sleep 481)
(sleep 481)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0100_no1 nav_officer 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0100_no1 nav_officer 1)
(cinematic_subtitle x05_0100_no1 3)
(cinematic_subtitle x05_0100_no1 3)
(unit_set_emotional_state miranda pensive 0.5 0)
(unit_set_emotional_state miranda pensive 0.5 0)
(print "miranda - pensive .5 0")
(print "miranda - pensive .5 0")
(unit_set_emotional_state nav_officer shocked 0.5 30)
(unit_set_emotional_state nav_officer shocked 0.5 30)
(print "nav_officer - shocked .5 30")
(print "nav_officer - shocked .5 30")
(sleep 90)
(sleep 90)
(unit_set_emotional_state miranda shocked 0.5 120)
(unit_set_emotional_state miranda shocked 0.5 120)
(print "miranda - shocked .5 120")
(print "miranda - shocked .5 120")
(sleep 60)
(sleep 60)
(unit_set_emotional_state miranda shocked 0.25 90)
(unit_set_emotional_state miranda shocked 0.25 90)
(print "miranda - shocked .25 90")
(print "miranda - shocked .25 90")
(sleep 75)
(sleep 75)
(unit_set_emotional_state miranda shocked 0.05 60)
(unit_set_emotional_state miranda shocked 0.05 60)
(print "miranda - shocked .05 60")
(print "miranda - shocked .05 60")
)
)
)
)
(script dormant x05_0110_mir
(script dormant x05_0110_mir
(begin
(begin
(sleep 594)
(sleep 594)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0110_mir miranda 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0110_mir miranda 1)
(cinematic_subtitle x05_0110_mir 3)
(cinematic_subtitle x05_0110_mir 3)
)
)
)
)
(script dormant x05_fov_02
(script dormant x05_fov_02
(begin
(begin
(sleep 49)
(sleep 49)
(camera_set_field_of_view 36 0)
(camera_set_field_of_view 36 0)
(print "fov change: 60 -> 36 over 0 ticks")
(print "fov change: 60 -> 36 over 0 ticks")
(sleep 154)
(sleep 154)
(camera_set_field_of_view 60 0)
(camera_set_field_of_view 60 0)
(print "fov change: 36 -> 60 over 0 ticks")
(print "fov change: 36 -> 60 over 0 ticks")
)
)
)
)
(script dormant x05_05_dof_scene_02
(script dormant x05_05_dof_scene_02
(begin
(begin
(sleep 49)
(sleep 49)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_start True)
(cinematic_screen_effect_set_depth_of_field 1 0 0 0 1 1 0)
(cinematic_screen_effect_set_depth_of_field 1 0 0 0 1 1 0)
(print "rack focus")
(print "rack focus")
(sleep 76)
(sleep 76)
(cinematic_screen_effect_set_depth_of_field 1 0 1 0.5 1 0 0.5)
(cinematic_screen_effect_set_depth_of_field 1 0 1 0.5 1 0 0.5)
(print "rack focus")
(print "rack focus")
(sleep 78)
(sleep 78)
(cinematic_screen_effect_stop)
(cinematic_screen_effect_stop)
(print "rack focus stop")
(print "rack focus stop")
)
)
)
)
(script dormant x05_light_scene_02_bridge_1
(script dormant x05_light_scene_02_bridge_1
(begin
(begin
(print "light bridge")
(print "light bridge")
(cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22)
(cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22)
(cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471)
(cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471)
(cinematic_lighting_set_ambient_light 0.06 0.05 0.04)
(cinematic_lighting_set_ambient_light 0.06 0.05 0.04)
(object_uses_cinematic_lighting miranda True)
(object_uses_cinematic_lighting miranda True)
(object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting chief True)
(object_uses_cinematic_lighting johnson True)
(object_uses_cinematic_lighting johnson True)
(object_uses_cinematic_lighting nav_officer True)
(object_uses_cinematic_lighting nav_officer True)
(object_uses_cinematic_lighting weap_officer True)
(object_uses_cinematic_lighting weap_officer True)
(object_uses_cinematic_lighting cigar True)
(object_uses_cinematic_lighting cigar True)
(object_uses_cinematic_lighting iac_bridge True)
(object_uses_cinematic_lighting iac_bridge True)
(object_uses_cinematic_lighting hev_bay True)
(object_uses_cinematic_lighting hev_bay True)
(object_uses_cinematic_lighting hev_01 True)
(object_uses_cinematic_lighting hev_01 True)
(object_uses_cinematic_lighting hev_02 True)
(object_uses_cinematic_lighting hev_02 True)
(object_uses_cinematic_lighting hev_03 True)
(object_uses_cinematic_lighting hev_03 True)
(object_uses_cinematic_lighting hev_04 True)
(object_uses_cinematic_lighting hev_04 True)
(object_uses_cinematic_lighting hev_05 True)
(object_uses_cinematic_lighting hev_05 True)
(object_uses_cinematic_lighting hev_06 True)
(object_uses_cinematic_lighting hev_06 True)
(object_uses_cinematic_lighting hev_07 True)
(object_uses_cinematic_lighting hev_07 True)
(object_uses_cinematic_lighting hev_08 True)
(object_uses_cinematic_lighting hev_08 True)
(object_uses_cinematic_lighting hev_09 True)
(object_uses_cinematic_lighting hev_09 True)
(object_uses_cinematic_lighting hev_10 True)
(object_uses_cinematic_lighting hev_10 True)
(object_uses_cinematic_lighting hev_11 True)
(object_uses_cinematic_lighting hev_11 True)
(object_uses_cinematic_lighting hev_12 True)
(object_uses_cinematic_lighting hev_12 True)
(object_uses_cinematic_lighting hev_13 True)
(object_uses_cinematic_lighting hev_13 True)
(object_uses_cinematic_lighting hev_14 True)
(object_uses_cinematic_lighting hev_14 True)
(object_uses_cinematic_lighting hev_15 True)
(object_uses_cinematic_lighting hev_15 True)
(object_uses_cinematic_lighting hev_16 True)
(object_uses_cinematic_lighting hev_16 True)
(object_uses_cinematic_lighting hev_17 True)
(object_uses_cinematic_lighting hev_17 True)
)
)
)
)
(script dormant x05_light_scene_02_hev_1
(script dormant x05_light_scene_02_hev_1
(begin
(begin
(sleep 264)
(sleep 264)
(print "light hev")
(print "light hev")
(cinematic_lighting_set_primary_light 8 172 0.55 0.39 0.26)
(cinematic_lighting_set_primary_light 8 172 0.55 0.39 0.26)
(cinematic_lighting_set_secondary_light -46 246 0.19 0.18 0.26)
(cinematic_lighting_set_secondary_light -46 246 0.19 0.18 0.26)
(cinematic_lighting_set_ambient_light 0.04 0.04 0.05)
(cinematic_lighting_set_ambient_light 0.04 0.04 0.05)
)
)
)
)
(script dormant x05_light_scene_02_bridge_2
(script dormant x05_light_scene_02_bridge_2
(begin
(begin
(sleep 479)
(sleep 479)
(print "light bridge")
(print "light bridge")
(cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22)
(cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22)
(cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471)
(cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471)
(cinematic_lighting_set_ambient_light 0.06 0.05 0.04)
(cinematic_lighting_set_ambient_light 0.06 0.05 0.04)
)
)
)
)
(script static x05_02_setup
(script static x05_02_setup
(begin
(begin
(object_create_anew chief)
(object_create_anew chief)
(object_create_anew johnson)
(object_create_anew johnson)
(object_create_anew nav_officer)
(object_create_anew nav_officer)
(object_create_anew weap_officer)
(object_create_anew weap_officer)
(object_create_anew cigar)
(object_create_anew cigar)
(object_create_anew_containing "hev")
(object_create_anew_containing "hev")
(object_cinematic_lod chief True)
(object_cinematic_lod chief True)
(object_cinematic_lod johnson True)
(object_cinematic_lod johnson True)
(object_cinematic_lod nav_officer True)
(object_cinematic_lod nav_officer True)
(object_cinematic_lod weap_officer True)
(object_cinematic_lod weap_officer True)
(object_cinematic_lod cigar True)
(object_cinematic_lod cigar True)
(object_cinematic_lod hev_bay True)
(object_cinematic_lod hev_bay True)
(object_cinematic_lod hev_01 True)
(object_cinematic_lod hev_01 True)
(object_cinematic_lod hev_02 True)
(object_cinematic_lod hev_02 True)
(object_cinematic_lod hev_03 True)
(object_cinematic_lod hev_03 True)
(object_cinematic_lod hev_04 True)
(object_cinematic_lod hev_04 True)
(object_cinematic_lod hev_05 True)
(object_cinematic_lod hev_05 True)
(object_cinematic_lod hev_06 True)
(object_cinematic_lod hev_06 True)
(object_cinematic_lod hev_07 True)
(object_cinematic_lod hev_07 True)
(object_cinematic_lod hev_08 True)
(object_cinematic_lod hev_08 True)
(object_cinematic_lod hev_09 True)
(object_cinematic_lod hev_09 True)
(object_cinematic_lod hev_10 True)
(object_cinematic_lod hev_10 True)
(object_cinematic_lod hev_11 True)
(object_cinematic_lod hev_11 True)
(object_cinematic_lod hev_12 True)
(object_cinematic_lod hev_12 True)
(object_cinematic_lod hev_13 True)
(object_cinematic_lod hev_13 True)
(object_cinematic_lod hev_14 True)
(object_cinematic_lod hev_14 True)
(object_cinematic_lod hev_15 True)
(object_cinematic_lod hev_15 True)
(object_cinematic_lod hev_16 True)
(object_cinematic_lod hev_16 True)
(object_cinematic_lod hev_17 True)
(object_cinematic_lod hev_17 True)
(wake x05_0010_mir)
(wake x05_0010_mir)
(wake x05_0020_mir)
(wake x05_0020_mir)
(wake x05_0030_no1)
(wake x05_0030_no1)
(wake x05_0040_wo1)
(wake x05_0040_wo1)
(wake x05_0050_mir)
(wake x05_0050_mir)
(wake x05_0060_mir)
(wake x05_0060_mir)
(wake x05_0070_mir)
(wake x05_0070_mir)
(wake x05_0080_jon)
(wake x05_0080_jon)
(wake x05_0090_cor)
(wake x05_0090_cor)
(wake x05_0100_no1)
(wake x05_0100_no1)
(wake x05_0110_mir)
(wake x05_0110_mir)
(wake x05_foley_02)
(wake x05_foley_02)
(wake x05_fov_02)
(wake x05_fov_02)
(wake x05_05_dof_scene_02)
(wake x05_05_dof_scene_02)
(wake x05_light_scene_02_bridge_1)
(wake x05_light_scene_02_bridge_1)
(wake x05_light_scene_02_hev_1)
(wake x05_light_scene_02_hev_1)
(wake x05_light_scene_02_bridge_2)
(wake x05_light_scene_02_bridge_2)
)
)
)
)
(script static x05_scene_02
(script static x05_scene_02
(begin
(begin
(x05_02_setup)
(x05_02_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_02 none anchor_flag_x05)
(camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_02 none anchor_flag_x05)
(custom_animation_relative miranda objects\characters\miranda\x05\x05 miranda_02 False anchor_x05)
(custom_animation_relative miranda objects\characters\miranda\x05\x05 miranda_02 False anchor_x05)
(custom_animation_relative chief objects\characters\masterchief\x05\x05 chief_02 False anchor_x05)
(custom_animation_relative chief objects\characters\masterchief\x05\x05 chief_02 False anchor_x05)
(custom_animation_relative johnson objects\characters\marine\x05\x05 johnson_02 False anchor_x05)
(custom_animation_relative johnson objects\characters\marine\x05\x05 johnson_02 False anchor_x05)
(custom_animation_relative nav_officer objects\characters\marine\x05\x05 nav_02 False anchor_x05)
(custom_animation_relative nav_officer objects\characters\marine\x05\x05 nav_02 False anchor_x05)
(custom_animation_relative weap_officer objects\characters\marine\x05\x05 weap_02 False anchor_x05)
(custom_animation_relative weap_officer objects\characters\marine\x05\x05 weap_02 False anchor_x05)
(scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_bent\x05\x05 cigar_bent_02 anchor_x05)
(scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_bent\x05\x05 cigar_bent_02 anchor_x05)
(scenery_animation_start_relative hev_01 objects\cinematics\human\hev\x05\x05 hev01_02 anchor_x05)
(scenery_animation_start_relative hev_01 objects\cinematics\human\hev\x05\x05 hev01_02 anchor_x05)
(scenery_animation_start_relative hev_02 objects\cinematics\human\hev\x05\x05 hev02_02 anchor_x05)
(scenery_animation_start_relative hev_02 objects\cinematics\human\hev\x05\x05 hev02_02 anchor_x05)
(scenery_animation_start_relative hev_03 objects\cinematics\human\hev\x05\x05 hev03_02 anchor_x05)
(scenery_animation_start_relative hev_03 objects\cinematics\human\hev\x05\x05 hev03_02 anchor_x05)
(scenery_animation_start_relative hev_04 objects\cinematics\human\hev\x05\x05 hev04_02 anchor_x05)
(scenery_animation_start_relative hev_04 objects\cinematics\human\hev\x05\x05 hev04_02 anchor_x05)
(scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x05\x05 bridge_02 anchor_x05)
(scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x05\x05 bridge_02 anchor_x05)
(scenery_animation_start_relative hev_bay objects\cinematics\human\inamberclad_hevbay\x05\x05 hevbay_02 anchor_x05)
(scenery_animation_start_relative hev_bay objects\cinematics\human\inamberclad_hevbay\x05\x05 hevbay_02 anchor_x05)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(x05_03_predict_stub)
(x05_03_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\music\x05_03_mus)
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\music\x05_03_mus)
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_03_fol)
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_03_fol)
(sleep (camera_time))
(sleep (camera_time))
)
)
)
)
(script dormant x05_score_03
(script dormant x05_score_03
(begin
(begin
(sleep 113)
(sleep 113)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\music\x05_03_mus none 1)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\music\x05_03_mus none 1)
(print "x05 score 03 start")
(print "x05 score 03 start")
)
)
)
)
(script dormant x05_foley_03
(script dormant x05_foley_03
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_03_fol none 1)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_03_fol none 1)
(print "x05 foley 03 start")
(print "x05 foley 03 start")
)
)
)
)
(script dormant x05_0120_cor
(script dormant x05_0120_cor
(begin
(begin
(sleep 60)
(sleep 60)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0120_cor none 1 radio_default_loop)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0120_cor none 1 radio_default_loop)
(cinematic_subtitle x05_0120_cor 2)
(cinematic_subtitle x05_0120_cor 2)
)
)
)
)
(script dormant x05_cinematic_lighting_scene_03
(script dormant x05_cinematic_lighting_scene_03
(begin
(begin
(cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99)
(cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99)
(cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41)
(cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41)
(cinematic_lighting_set_ambient_light 0 0 0)
(cinematic_lighting_set_ambient_light 0 0 0)
)
)
)
)
(script static x05_03_setup
(script static x05_03_setup
(begin
(begin
(object_create_anew delta_halo)
(object_create_anew delta_halo)
(object_create_anew matte_substance)
(object_create_anew matte_substance)
(object_uses_cinematic_lighting delta_halo True)
(object_uses_cinematic_lighting delta_halo True)
(wake x05_score_03)
(wake x05_score_03)
(wake x05_foley_03)
(wake x05_foley_03)
(wake x05_0120_cor)
(wake x05_0120_cor)
)
)
)
)
(script static x05_scene_03
(script static x05_scene_03
(begin
(begin
(x05_03_setup)
(x05_03_setup)
(camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_03 none anchor_flag_x05)
(camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_03 none anchor_flag_x05)
(scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 iac_03 anchor_x05)
(scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 iac_03 anchor_x05)
(scenery_animation_start_relative x05_debris objects\cinematics\effects\x05_building_debris\x05\x05 debris_03 anchor_x05)
(scenery_animation_start_relative x05_debris objects\cinematics\effects\x05_building_debris\x05\x05 debris_03 anchor_x05)
(scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\x05\x05 halo_03 anchor_x05)
(scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\x05\x05 halo_03 anchor_x05)
(scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\x05\x05 substance_space_03 anchor_x05)
(scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\x05\x05 substance_space_03 anchor_x05)
(sleep (- (camera_time) prediction_offset))
(sleep (- (camera_time) prediction_offset))
(x05_04_predict_stub)
(x05_04_predict_stub)
(sleep (- (camera_time) sound_offset))
(sleep (- (camera_time) sound_offset))
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_04_fol)
(sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_04_fol)
(sleep (camera_time))
(sleep (camera_time))
(object_destroy x05_debris)
(object_destroy x05_debris)
)
)
)
)
(script dormant x05_foley_04
(script dormant x05_foley_04
(begin
(begin
(sleep 0)
(sleep 0)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_04_fol none 1)
(sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_04_fol none 1)
(print "x05 foley 04 start")
(print "x05 foley 04 start")
)
)
)
)
(script dormant x05_0130_jon
(script dormant x05_0130_jon
(begin
(begin
(sleep 12)
(sleep 12)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0130_jon johnson 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0130_jon johnson 1)
(cinematic_subtitle x05_0130_jon 1)
(cinematic_subtitle x05_0130_jon 1)
(unit_set_emotional_state johnson shocked 0.75 10)
(unit_set_emotional_state johnson shocked 0.75 10)
(print "johnson - shocked .75 10")
(print "johnson - shocked .75 10")
)
)
)
)
(script dormant x05_0140_mir
(script dormant x05_0140_mir
(begin
(begin
(unit_set_emotional_state miranda shocked 0.25 0)
(unit_set_emotional_state miranda shocked 0.25 0)
(print "miranda - shocked .25 0")
(print "miranda - shocked .25 0")
(sleep 63)
(sleep 63)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0140_mir miranda 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0140_mir miranda 1)
(cinematic_subtitle x05_0140_mir 2)
(cinematic_subtitle x05_0140_mir 2)
(unit_set_emotional_state miranda pain 0.25 60)
(unit_set_emotional_state miranda pain 0.25 60)
(print "miranda - pain .25 60")
(print "miranda - pain .25 60")
)
)
)
)
(script dormant x05_0150_mir
(script dormant x05_0150_mir
(begin
(begin
(sleep 132)
(sleep 132)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0150_mir miranda 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0150_mir miranda 1)
(cinematic_subtitle x05_0150_mir 2)
(cinematic_subtitle x05_0150_mir 2)
)
)
)
)
(script dormant x05_0160_cor
(script dormant x05_0160_cor
(begin
(begin
(sleep 202)
(sleep 202)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0160_cor none 1 radio_default_loop)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0160_cor none 1 radio_default_loop)
(cinematic_subtitle x05_0160_cor 4)
(cinematic_subtitle x05_0160_cor 4)
)
)
)
)
(script dormant x05_0170_mir
(script dormant x05_0170_mir
(begin
(begin
(sleep 340)
(sleep 340)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0170_mir none 1 radio_default_loop)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0170_mir none 1 radio_default_loop)
(cinematic_subtitle x05_0170_mir 3)
(cinematic_subtitle x05_0170_mir 3)
)
)
)
)
(script dormant x05_0180_mir
(script dormant x05_0180_mir
(begin
(begin
(sleep 418)
(sleep 418)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0180_mir none 1 radio_default_loop)
(sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0180_mir none 1 radio_default_loop)
(cinematic_subtitle x05_0180_mir 2)
(cinematic_subtitle x05_0180_mir 2)
(unit_set_emotional_state miranda angry 0.25 0)
(unit_set_emotional_state miranda angry 0.25 0)
(print "miranda - angry .25 0")
(print "miranda - angry .25 0")
)
)
)
)
(script dormant x05_0181_mir
(script dormant x05_0181_mir
(begin
(begin
(sleep 483)
(sleep 483)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0181_mir miranda 1)
(sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0181_mir miranda 1)
(cinematic_subtitle x05_0181_mir 2)
(cinematic_subtitle x05_0181_mir 2)
(texture_camera_off)
(texture_camera_off)
)
)
)
)
(script dormant x05_0190_cor
(script dormant x05_0190_cor
(begin
(begin
(sleep 550
(sleep 550
Saved diffs
Original text
Open file
(global string data_mine_mission_segment "") (global short sound_offset 15) (global short prediction_offset 45) (global short straggler_no 0) (global effe phantom_boom effects\scenarios\solo\deltatemple\phantom_explosion) (global short lz_turret_count 2) (global bool lz_mounted_up False) (global bool ride_ally_comment_go False) (global bool lz_pelican_in_sight False) (global bool lz_pelican_arrived False) (global bool turrets_down False) (global bool lz_phantom_01_leaving False) (global bool lz_phantom_02_leaving False) (global bool lz_phantom_03_leaving False) (global bool wraith_warning_go False) (global short bridge_vehicles_total 1) (global bool regret_ally_comment_go False) (global bool bunker_holo_trans False) (global bool bunker_holo_chant True) (global bool bridge_ally_comment_go False) (global bool bridge_pelican_in_sight False) (global bool bridge_pelican_arrived False) (global real bridge_state 0) (global short w_path_turret_count 1) (global short w_path_spawn_count 5) (global short temple_ent_near_turret 1) (global short temple_ent_far_turret 1) (global short temple_ent_spawn_count 5) (global bool temple_ent_phase_01 False) (global bool temple_ent_phase_02 False) (global bool structure_comment_go False) (global bool old_temple_pel_comment_go False) (global bool old_temple_bombs_away False) (global short old_temple_veh_total 2) (global bool old_temple_ghosts_over False) (global bool old_temple_chatter False) (global bool old_temp_middle_go False) (global bool court_holo_chant True) (global bool court_holo_trans False) (global short grotto_final_snipers 1) (global bool tower1_holo_trans False) (global bool tower1_holo_chant True) (global bool who_points True) (script static player0 (begin (unit (list_get (players) 0)) ) ) (script static player1 (begin (unit (list_get (players) 1)) ) ) (script static player_count (begin (list_count (players)) ) ) (script static end_segment (begin (camera_control True) (cinematic_start) (fade_out 0 0 0 15) (sleep 30) (print "end gameplay segment! thank you for playing!") (sleep 15) (print "grab jaime or paul to give feedback!") (player_action_test_reset) (sleep 15) (print "press the a button to reset!") (sleep_until (player_action_test_accept)) (print "reloading map...") (sleep 15) (map_reset) ) ) (script static difficulty_legendary (begin (= (game_difficulty_get) legendary) ) ) (script static difficulty_heroic (begin (= (game_difficulty_get) heroic) ) ) (script static difficulty_normal (begin (= (game_difficulty_get) normal) ) ) (script static cinematic_skip_start (begin (cinematic_skip_start_internal) (game_save_cinematic_skip) (sleep_until (not (game_saving)) 1) (not (game_reverted)) ) ) (script static cinematic_skip_stop (begin (cinematic_skip_stop_internal) (if (not (game_reverted)) (game_revert)) ) ) (script static cinematic_fade_to_white (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 1 1 1 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_white (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_white_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_black_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_to_black (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 0 0 0 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_black (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_snap_to_black (begin (player_enable_input False) (player_camera_control False) (fade_out 0 0 0 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_snap_to_white (begin (player_enable_input False) (player_camera_control False) (fade_out 1 1 1 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_stash_players (begin (object_hide (player0) True) (object_hide (player1) True) (object_cannot_take_damage (players)) ) ) (script static cinematic_unstash_players (begin (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) ) ) (script dormant _stealth_toggle_monitor (begin (sleep_until (begin (sleep_until (if (and (>= (unit_get_shield (player0) ) 1) (player_action_test_vision_trigger)) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (unit_set_maximum_vitality (player0) 50 0) (unit_set_current_vitality (player0) 50 0) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) (sleep_until (or (< (object_get_health (player0) ) 1) (player_action_test_vision_trigger)) 1) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (unit_set_maximum_vitality (player0) 30 70) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) False) 1) ) ) (script dormant _stealth_timer_monitor (begin (sleep_until (begin (sleep_until (if (player_action_test_vision_trigger) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (sleep 15) (player_action_test_reset) (sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30)) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (sleep 30) (player_action_test_reset) (sleep_until (begin (print "+") False) 30 (* 5 30)) False) 1) ) ) (script static activate_stealth_toggle_monitor (begin (sleep 1) ) ) (script static activate_stealth_timer_monitor (begin (sleep 1) ) ) (script static playtest_mission (begin (if (game_is_playtest) (begin (sleep 30) (hud_set_training_text playtest_raisehand) (hud_show_training_text True) (player_action_test_reset) (sleep_until (player_action_test_accept) 1) (hud_show_training_text False) (sleep 30) )) ) ) (script static x05_01_predict_stub (begin (wake x05_01_predict) ) ) (script static x05_02_predict_stub (begin (wake x05_02_predict) ) ) (script static x05_03_predict_stub (begin (wake x05_03_predict) ) ) (script static x05_04_predict_stub (begin (wake x05_04_predict) ) ) (script static x05_05_predict_stub (begin (wake x05_05_predict) ) ) (script static x05_06a_predict_stub (begin (wake x05_06a_predict) ) ) (script static x05_06b_predict_stub (begin (wake x05_06b_predict) ) ) (script static x05_07_predict_stub (begin (wake x05_07_predict) ) ) (script static x05_08_predict_stub (begin (wake x05_08_predict) ) ) (script static 05_intro_01_predict_stub (begin (wake 05_intro_01_predict) ) ) (script static 05_intro_02_predict_stub (begin (wake 05_intro_02_predict) ) ) (script static 05_intro_03_predict_stub (begin (wake 05_intro_03_predict) ) ) (script dormant x05_score_01 (begin (sleep 40) (sound_impulse_start sound\cinematics\05_deltahalo\x05\music\x05_01_mus none 1) (print "x05 score 01 start") ) ) (script dormant x05_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_01_fol none 1) (print "x05 foley 01 start") ) ) (script dormant x05_slipspace_open (begin (sleep 10) (print "effect - slipspace open") (object_create_anew x05_slipspace) (sleep 300) (object_destroy x05_slipspace) ) ) (script dormant x05_cinematic_lighting_scene_01 (begin (cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99) (cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting carrier True) (object_uses_cinematic_lighting iac True) (object_uses_cinematic_lighting x05_debris True) ) ) (script static x05_02_problem_actors (begin (print "problem actors") (object_create_anew miranda) (object_create_anew iac_bridge) (object_cinematic_lod miranda True) (object_cinematic_lod iac_bridge True) ) ) (script static x05_01_setup (begin (object_create_anew carrier) (object_create_anew iac) (object_create_anew x05_debris) (object_cinematic_lod carrier True) (object_cinematic_lod iac True) (object_cinematic_lod x05_debris True) (wake x05_score_01) (wake x05_foley_01) (wake x05_slipspace_open) (wake x05_cinematic_lighting_scene_01) ) ) (script static x05_01_cleanup (begin (object_destroy carrier) ) ) (script static x05_scene_01 (begin (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (x05_01_predict_stub) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\music\x05_01_mus) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_01_fol) (sleep prediction_offset) (x05_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_01 none anchor_flag_x05) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 iac_01 anchor_x05) (scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\x05\x05 capital_ship_01 anchor_x05) (scenery_animation_start_relative x05_debris objects\cinematics\effects\x05_building_debris\x05\x05 debris_01 anchor_x05) (fade_in 0 0 0 30) (sleep (- (camera_time) prediction_offset)) (x05_02_predict_stub) (x05_02_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_02_fol) (sleep (camera_time)) (x05_01_cleanup) ) ) (script dormant x05_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_02_fol none 1) (print "x05 foley 02 start") ) ) (script dormant x05_0010_mir (begin (sleep 0) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0010_mir miranda 1) (cinematic_subtitle x05_0010_mir 1) (unit_set_emotional_state miranda shocked 0.5 15) (print "miranda - shocked .5 15") (unit_set_emotional_state nav_officer annoyed 0.25 0) (print "nav_officer - pain .5 0") (unit_set_emotional_state weap_officer annoyed 0.5 0) (print "nav_officer - annoyed .5 0") (sleep 153) (unit_set_emotional_state miranda pensive 0.5 30) (print "miranda - pensive .25 30") ) ) (script dormant x05_0020_mir (begin (sleep 25) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0020_mir miranda 1) (cinematic_subtitle x05_0020_mir 1) ) ) (script dormant x05_0030_no1 (begin (sleep 51) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0030_no1 nav_officer 1) (cinematic_subtitle x05_0030_no1 2) ) ) (script dormant x05_0040_wo1 (begin (sleep 127) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0040_wo1 weap_officer 1) (cinematic_subtitle x05_0040_wo1 2) ) ) (script dormant x05_0050_mir (begin (sleep 204) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0050_mir miranda 1) (cinematic_subtitle x05_0050_mir 2) ) ) (script dormant x05_0060_mir (begin (sleep 272) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0060_mir none 1 radio_default_in) (cinematic_subtitle x05_0060_mir 2) ) ) (script dormant x05_0070_mir (begin (sleep 327) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0070_mir none 1 radio_default_out) (cinematic_subtitle x05_0070_mir 1) (sleep 27) (unit_set_emotional_state johnson inquisitive 0.5 10) (print "johnson - inquisitive .5 10") ) ) (script dormant x05_0080_jon (begin (sleep 367) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0080_jon johnson 1) (cinematic_subtitle x05_0080_jon 2) ) ) (script dormant x05_0090_cor (begin (sleep 437) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0090_cor none 1 radio_default_loop) (cinematic_subtitle x05_0090_cor 1) ) ) (script dormant x05_0100_no1 (begin (sleep 481) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0100_no1 nav_officer 1) (cinematic_subtitle x05_0100_no1 3) (unit_set_emotional_state miranda pensive 0.5 0) (print "miranda - pensive .5 0") (unit_set_emotional_state nav_officer shocked 0.5 30) (print "nav_officer - shocked .5 30") (sleep 90) (unit_set_emotional_state miranda shocked 0.5 120) (print "miranda - shocked .5 120") (sleep 60) (unit_set_emotional_state miranda shocked 0.25 90) (print "miranda - shocked .25 90") (sleep 75) (unit_set_emotional_state miranda shocked 0.05 60) (print "miranda - shocked .05 60") ) ) (script dormant x05_0110_mir (begin (sleep 594) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0110_mir miranda 1) (cinematic_subtitle x05_0110_mir 3) ) ) (script dormant x05_fov_02 (begin (sleep 49) (camera_set_field_of_view 36 0) (print "fov change: 60 -> 36 over 0 ticks") (sleep 154) (camera_set_field_of_view 60 0) (print "fov change: 36 -> 60 over 0 ticks") ) ) (script dormant x05_05_dof_scene_02 (begin (sleep 49) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0 0 0 1 1 0) (print "rack focus") (sleep 76) (cinematic_screen_effect_set_depth_of_field 1 0 1 0.5 1 0 0.5) (print "rack focus") (sleep 78) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant x05_light_scene_02_bridge_1 (begin (print "light bridge") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting nav_officer True) (object_uses_cinematic_lighting weap_officer True) (object_uses_cinematic_lighting cigar True) (object_uses_cinematic_lighting iac_bridge True) (object_uses_cinematic_lighting hev_bay True) (object_uses_cinematic_lighting hev_01 True) (object_uses_cinematic_lighting hev_02 True) (object_uses_cinematic_lighting hev_03 True) (object_uses_cinematic_lighting hev_04 True) (object_uses_cinematic_lighting hev_05 True) (object_uses_cinematic_lighting hev_06 True) (object_uses_cinematic_lighting hev_07 True) (object_uses_cinematic_lighting hev_08 True) (object_uses_cinematic_lighting hev_09 True) (object_uses_cinematic_lighting hev_10 True) (object_uses_cinematic_lighting hev_11 True) (object_uses_cinematic_lighting hev_12 True) (object_uses_cinematic_lighting hev_13 True) (object_uses_cinematic_lighting hev_14 True) (object_uses_cinematic_lighting hev_15 True) (object_uses_cinematic_lighting hev_16 True) (object_uses_cinematic_lighting hev_17 True) ) ) (script dormant x05_light_scene_02_hev_1 (begin (sleep 264) (print "light hev") (cinematic_lighting_set_primary_light 8 172 0.55 0.39 0.26) (cinematic_lighting_set_secondary_light -46 246 0.19 0.18 0.26) (cinematic_lighting_set_ambient_light 0.04 0.04 0.05) ) ) (script dormant x05_light_scene_02_bridge_2 (begin (sleep 479) (print "light bridge") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ) ) (script static x05_02_setup (begin (object_create_anew chief) (object_create_anew johnson) (object_create_anew nav_officer) (object_create_anew weap_officer) (object_create_anew cigar) (object_create_anew_containing "hev") (object_cinematic_lod chief True) (object_cinematic_lod johnson True) (object_cinematic_lod nav_officer True) (object_cinematic_lod weap_officer True) (object_cinematic_lod cigar True) (object_cinematic_lod hev_bay True) (object_cinematic_lod hev_01 True) (object_cinematic_lod hev_02 True) (object_cinematic_lod hev_03 True) (object_cinematic_lod hev_04 True) (object_cinematic_lod hev_05 True) (object_cinematic_lod hev_06 True) (object_cinematic_lod hev_07 True) (object_cinematic_lod hev_08 True) (object_cinematic_lod hev_09 True) (object_cinematic_lod hev_10 True) (object_cinematic_lod hev_11 True) (object_cinematic_lod hev_12 True) (object_cinematic_lod hev_13 True) (object_cinematic_lod hev_14 True) (object_cinematic_lod hev_15 True) (object_cinematic_lod hev_16 True) (object_cinematic_lod hev_17 True) (wake x05_0010_mir) (wake x05_0020_mir) (wake x05_0030_no1) (wake x05_0040_wo1) (wake x05_0050_mir) (wake x05_0060_mir) (wake x05_0070_mir) (wake x05_0080_jon) (wake x05_0090_cor) (wake x05_0100_no1) (wake x05_0110_mir) (wake x05_foley_02) (wake x05_fov_02) (wake x05_05_dof_scene_02) (wake x05_light_scene_02_bridge_1) (wake x05_light_scene_02_hev_1) (wake x05_light_scene_02_bridge_2) ) ) (script static x05_scene_02 (begin (x05_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_02 none anchor_flag_x05) (custom_animation_relative miranda objects\characters\miranda\x05\x05 miranda_02 False anchor_x05) (custom_animation_relative chief objects\characters\masterchief\x05\x05 chief_02 False anchor_x05) (custom_animation_relative johnson objects\characters\marine\x05\x05 johnson_02 False anchor_x05) (custom_animation_relative nav_officer objects\characters\marine\x05\x05 nav_02 False anchor_x05) (custom_animation_relative weap_officer objects\characters\marine\x05\x05 weap_02 False anchor_x05) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_bent\x05\x05 cigar_bent_02 anchor_x05) (scenery_animation_start_relative hev_01 objects\cinematics\human\hev\x05\x05 hev01_02 anchor_x05) (scenery_animation_start_relative hev_02 objects\cinematics\human\hev\x05\x05 hev02_02 anchor_x05) (scenery_animation_start_relative hev_03 objects\cinematics\human\hev\x05\x05 hev03_02 anchor_x05) (scenery_animation_start_relative hev_04 objects\cinematics\human\hev\x05\x05 hev04_02 anchor_x05) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x05\x05 bridge_02 anchor_x05) (scenery_animation_start_relative hev_bay objects\cinematics\human\inamberclad_hevbay\x05\x05 hevbay_02 anchor_x05) (sleep (- (camera_time) prediction_offset)) (x05_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\music\x05_03_mus) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_03_fol) (sleep (camera_time)) ) ) (script dormant x05_score_03 (begin (sleep 113) (sound_impulse_start sound\cinematics\05_deltahalo\x05\music\x05_03_mus none 1) (print "x05 score 03 start") ) ) (script dormant x05_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_03_fol none 1) (print "x05 foley 03 start") ) ) (script dormant x05_0120_cor (begin (sleep 60) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0120_cor none 1 radio_default_loop) (cinematic_subtitle x05_0120_cor 2) ) ) (script dormant x05_cinematic_lighting_scene_03 (begin (cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99) (cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script static x05_03_setup (begin (object_create_anew delta_halo) (object_create_anew matte_substance) (object_uses_cinematic_lighting delta_halo True) (wake x05_score_03) (wake x05_foley_03) (wake x05_0120_cor) ) ) (script static x05_scene_03 (begin (x05_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_03 none anchor_flag_x05) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 iac_03 anchor_x05) (scenery_animation_start_relative x05_debris objects\cinematics\effects\x05_building_debris\x05\x05 debris_03 anchor_x05) (scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\x05\x05 halo_03 anchor_x05) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\x05\x05 substance_space_03 anchor_x05) (sleep (- (camera_time) prediction_offset)) (x05_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_04_fol) (sleep (camera_time)) (object_destroy x05_debris) ) ) (script dormant x05_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_04_fol none 1) (print "x05 foley 04 start") ) ) (script dormant x05_0130_jon (begin (sleep 12) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0130_jon johnson 1) (cinematic_subtitle x05_0130_jon 1) (unit_set_emotional_state johnson shocked 0.75 10) (print "johnson - shocked .75 10") ) ) (script dormant x05_0140_mir (begin (unit_set_emotional_state miranda shocked 0.25 0) (print "miranda - shocked .25 0") (sleep 63) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0140_mir miranda 1) (cinematic_subtitle x05_0140_mir 2) (unit_set_emotional_state miranda pain 0.25 60) (print "miranda - pain .25 60") ) ) (script dormant x05_0150_mir (begin (sleep 132) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0150_mir miranda 1) (cinematic_subtitle x05_0150_mir 2) ) ) (script dormant x05_0160_cor (begin (sleep 202) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0160_cor none 1 radio_default_loop) (cinematic_subtitle x05_0160_cor 4) ) ) (script dormant x05_0170_mir (begin (sleep 340) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0170_mir none 1 radio_default_loop) (cinematic_subtitle x05_0170_mir 3) ) ) (script dormant x05_0180_mir (begin (sleep 418) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0180_mir none 1 radio_default_loop) (cinematic_subtitle x05_0180_mir 2) (unit_set_emotional_state miranda angry 0.25 0) (print "miranda - angry .25 0") ) ) (script dormant x05_0181_mir (begin (sleep 483) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0181_mir miranda 1) (cinematic_subtitle x05_0181_mir 2) (texture_camera_off) ) ) (script dormant x05_0190_cor (begin (sleep 550) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0190_cor none 1 radio_default_loop) (cinematic_subtitle x05_0190_cor 1) ) ) (script dormant x05_0200_mir (begin (sleep 573) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0200_mir miranda 1) (cinematic_subtitle x05_0200_mir 1) ) ) (script dormant x05_0210_wo1 (begin (sleep 602) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0210_wo1 weap_officer 1) (cinematic_subtitle x05_0210_wo1 3) (unit_set_emotional_state weap_officer pensive 0.5 60) (print "weap_officer - pensive .5 60") ) ) (script dormant x05_0220_mir (begin (sleep 704) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0220_mir miranda 1) (cinematic_subtitle x05_0220_mir 1) ) ) (script dormant x05_texture_camera_scene_04 (begin (object_create_anew texture_camera) (texture_camera_set_object_marker texture_camera marker 50) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\x05\x05 texture_camera_04 anchor_x05) ) ) (script dormant x05_fov_04 (begin (time_code_reset) (sleep 588) (camera_set_field_of_view 34 0) (print "fov change: 60 -> 34 over 0 ticks") ) ) (script dormant x05_05_dof_scene_04 (begin (sleep 589) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 0.5 0 0 0 1 1 0) (print "rack focus") (sleep 112) (cinematic_screen_effect_set_depth_of_field 0.5 0 1 0.25 1 0 0.25) (print "rack focus") ) ) (script dormant x05_cinematic_lighting_scene_04 (begin (cinematic_lighting_set_primary_light 8 172 0.55 0.39 0.26) (cinematic_lighting_set_secondary_light -46 246 0.19 0.18 0.26) (cinematic_lighting_set_ambient_light 0.04 0.04 0.05) ) ) (script dormant x05_light_scene_04_bridge_1 (begin (sleep 49) (print "light bridge") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ) ) (script dormant x05_light_scene_04_hev_1 (begin (sleep 326) (print "light hev") (cinematic_lighting_set_primary_light 8 172 0.55 0.39 0.26) (cinematic_lighting_set_secondary_light -46 246 0.19 0.18 0.26) (cinematic_lighting_set_ambient_light 0.04 0.04 0.05) ) ) (script dormant x05_light_scene_04_bridge_2 (begin (sleep 467) (print "light bridge") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ) ) (script static x05_04_setup (begin (wake x05_0130_jon) (wake x05_0140_mir) (wake x05_0150_mir) (wake x05_0160_cor) (wake x05_0170_mir) (wake x05_0180_mir) (wake x05_0181_mir) (wake x05_0190_cor) (wake x05_0200_mir) (wake x05_0210_wo1) (wake x05_0220_mir) (wake x05_texture_camera_scene_04) (wake x05_fov_04) (wake x05_05_dof_scene_04) (wake x05_cinematic_lighting_scene_04) (wake x05_light_scene_04_bridge_1) (wake x05_light_scene_04_hev_1) (wake x05_light_scene_04_bridge_2) (wake x05_foley_04) ) ) (script static x05_04_cleanup (begin (object_destroy cigar) (object_destroy texture_camera) (cinematic_screen_effect_stop) ) ) (script static x05_scene_04 (begin (x05_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_04 none anchor_flag_x05) (custom_animation_relative miranda objects\characters\miranda\x05\x05 miranda_04 False anchor_x05) (custom_animation_relative chief objects\characters\masterchief\x05\x05 chief_04 False anchor_x05) (custom_animation_relative johnson objects\characters\marine\x05\x05 johnson_04 False anchor_x05) (custom_animation_relative nav_officer objects\characters\marine\x05\x05 nav_04 False anchor_x05) (custom_animation_relative weap_officer objects\characters\marine\x05\x05 weap_04 False anchor_x05) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_bent\x05\x05 cigar_bent_04 anchor_x05) (scenery_animation_start_relative hev_01 objects\cinematics\human\hev\x05\x05 hev01_04 anchor_x05) (scenery_animation_start_relative hev_02 objects\cinematics\human\hev\x05\x05 hev02_04 anchor_x05) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x05\x05 bridge_04 anchor_x05) (scenery_animation_start_relative hev_bay objects\cinematics\human\inamberclad_hevbay\x05\x05 hevbay_04 anchor_x05) (scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\x05\x05 halo_04 anchor_x05) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\x05\x05 substance_space_04 anchor_x05) (sleep (- (camera_time) prediction_offset)) (x05_05_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_05_fol) (sleep (camera_time)) (x05_04_cleanup) ) ) (script dormant x05_foley_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_05_fol none 1) (print "x05 foley 05 start") ) ) (script dormant x05_0230_mir (begin (sleep 0) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0230_mir none 1) (cinematic_subtitle x05_0230_mir 6) ) ) (script dormant x05_cinematic_lighting_scene_05 (begin (cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99) (cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script static x05_05_setup (begin (wake x05_0230_mir) (wake x05_foley_05) (wake x05_cinematic_lighting_scene_05) ) ) (script static x05_scene_05 (begin (x05_05_setup) (camera_set_field_of_view 60 0) (print "fov change: 34 -> 60 over 0 ticks") (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_05 none anchor_flag_x05) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 iac_05 anchor_x05) (scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\x05\x05 halo_05 anchor_x05) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\x05\x05 substance_space_05 anchor_x05) (sleep (- (camera_time) prediction_offset)) (x05_06a_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\music\x05_06a_mus) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_06a_fol) (sleep (camera_time)) ) ) (script dormant x05_score_06a (begin (sleep 113) (sound_impulse_start sound\cinematics\05_deltahalo\x05\music\x05_06a_mus none 1) (print "x05 score 06a start") ) ) (script dormant x05_foley_06a (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_06a_fol none 1) (print "x05 foley 06a start") ) ) (script dormant x05_0240_mir (begin (sleep 0) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0240_mir none 1 radio_default_in) (cinematic_subtitle x05_0240_mir 4) ) ) (script dormant x05_cinematic_light_scene_06a (begin (cinematic_lighting_set_primary_light 8 172 0.55 0.39 0.26) (cinematic_lighting_set_secondary_light -46 246 0.19 0.18 0.26) (cinematic_lighting_set_ambient_light 0.04 0.04 0.05) ) ) (script static x05_06b_problem_actors (begin (object_create_anew johnson) (object_cinematic_lod johnson True) (object_uses_cinematic_lighting johnson True) ) ) (script static x05_06a_setup (begin (object_destroy johnson) (wake x05_score_06a) (wake x05_foley_06a) (wake x05_0240_mir) (wake x05_cinematic_light_scene_06a) ) ) (script static x05_scene_06a (begin (x05_06a_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_06a none anchor_flag_x05) (custom_animation_relative chief objects\characters\masterchief\x05\x05 chief_06a False anchor_x05) (scenery_animation_start_relative hev_01 objects\cinematics\human\hev\x05\x05 hev01_06a anchor_x05) (scenery_animation_start_relative hev_bay objects\cinematics\human\inamberclad_hevbay\x05\x05 hevbay_06a anchor_x05) (cinematic_screen_effect_start True) (sleep (- (camera_time) prediction_offset)) (x05_06b_predict_stub) (x05_06b_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_06b_fol) (sleep (- (camera_time) 5)) (cinematic_screen_effect_set_crossfade 1) (sleep 5) ) ) (script dormant x05_foley_06b (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_06b_fol none 1) (print "x05 foley 06b start") ) ) (script dormant x05_0250_mir (begin (sleep 9) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0250_mir none 1 radio_default_loop) (cinematic_subtitle x05_0250_mir 3) ) ) (script dormant x05_0260_jon (begin (sleep 89) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0260_jon johnson 1) (cinematic_subtitle x05_0260_jon 1) ) ) (script dormant x05_0270_mir (begin (sleep 125) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0270_mir none 1 radio_default_loop) (cinematic_subtitle x05_0270_mir 3) ) ) (script dormant x05_0280_mir (begin (sleep 225) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0280_mir none 1 radio_default_out) (cinematic_subtitle x05_0280_mir 2) ) ) (script dormant x05_0290_mas (begin (sleep 320) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0290_mas chief 1) (cinematic_subtitle x05_0290_mas 1) ) ) (script dormant x05_0300_wo1 (begin (sleep 356) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0300_wo1 weap_officer 1) (cinematic_subtitle x05_0300_wo1 2) ) ) (script dormant x05_fov_06b (begin (sleep 358) (camera_set_field_of_view 35 0) (print "fov change: 60 -> 35 over 0 ticks") ) ) (script dormant x05_light_scene_06b_bridge_1 (begin (time_code_reset) (sleep 358) (print "light bridge") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ) ) (script static x05_07_problem_actors (begin (print "problem actors") (object_create_anew matte_delta_halo_close) ) ) (script static x05_06b_setup (begin (wake x05_0250_mir) (wake x05_0260_jon) (wake x05_0270_mir) (wake x05_0280_mir) (wake x05_0290_mas) (wake x05_0300_wo1) (wake x05_foley_06b) (wake x05_fov_06b) (wake x05_light_scene_06b_bridge_1) ) ) (script static x05_06b_cleanup (begin (object_destroy miranda) (object_destroy johnson) (object_destroy nav_officer) (object_destroy weap_officer) ) ) (script static x05_scene_06b (begin (x05_06b_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_06b none anchor_flag_x05) (custom_animation_relative miranda objects\characters\miranda\x05\x05 miranda_06b False anchor_x05) (custom_animation_relative chief objects\characters\masterchief\x05\x05 chief_06b False anchor_x05) (custom_animation_relative johnson objects\characters\marine\x05\x05 johnson_06b False anchor_x05) (custom_animation_relative nav_officer objects\characters\marine\x05\x05 nav_06b False anchor_x05) (custom_animation_relative weap_officer objects\characters\marine\x05\x05 weap_06b False anchor_x05) (scenery_animation_start_relative hev_01 objects\cinematics\human\hev\x05\x05 hev01_06b anchor_x05) (scenery_animation_start_relative hev_02 objects\cinematics\human\hev\x05\x05 hev02_06b anchor_x05) (scenery_animation_start_relative hev_03 objects\cinematics\human\hev\x05\x05 hev03_06b anchor_x05) (scenery_animation_start_relative hev_04 objects\cinematics\human\hev\x05\x05 hev04_06b anchor_x05) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x05\x05 bridge_06b anchor_x05) (scenery_animation_start_relative hev_bay objects\cinematics\human\inamberclad_hevbay\x05\x05 hevbay_06b anchor_x05) (sleep (- (camera_time) prediction_offset)) (x05_07_predict_stub) (sleep (- (camera_time) 15)) (x05_07_problem_actors) (sleep (camera_time)) (x05_06b_cleanup) ) ) (script dormant x05_cinematic_lighting_scene_07 (begin (cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99) (cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script static x05_scene_07 (begin (wake x05_cinematic_lighting_scene_07) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_07 none anchor_flag_x05) (camera_set_field_of_view 60 0) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 iac_07 anchor_x05) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\x05\x05 substance_space_07 anchor_x05) (scenery_animation_start_relative matte_delta_halo_close objects\cinematics\matte_paintings\delta_halo_close\x05\x05 delta_halo_close_07 anchor_x05) (sleep (- (camera_time) prediction_offset)) (x05_08_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_08_fol) (sleep (camera_time)) ) ) (script dormant x05_foley_08 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_08_fol none 1) (print "x05 foley 08 start") ) ) (script dormant x05_0310_cor (begin (sleep 9) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0310_cor none 1) (cinematic_subtitle x05_0310_cor 1) ) ) (script dormant effect_hev_release (begin (sleep 40) (effect_new_on_object_marker effects\cinematics\05\hev_explosive_bolt hev_bay explosive_bolt06) (effect_new_on_object_marker effects\cinematics\05\hev_launch_steam hev_bay steam_vent06) (print "effects - first hev") (sleep 56) (effect_new_on_object_marker effects\cinematics\05\hev_explosive_bolt hev_bay explosive_bolt05) (effect_new_on_object_marker effects\cinematics\05\hev_launch_steam hev_bay steam_vent05) (print "effects - second hev") (sleep 37) (effect_new_on_object_marker effects\cinematics\05\hev_explosive_bolt hev_bay explosive_bolt04) (effect_new_on_object_marker effects\cinematics\05\hev_launch_steam hev_bay steam_vent04) (print "effects - second hev") (sleep 29) (effect_new_on_object_marker effects\cinematics\05\hev_explosive_bolt hev_bay explosive_bolt03) (effect_new_on_object_marker effects\cinematics\05\hev_launch_steam hev_bay steam_vent03) (print "effects - second hev") ) ) (script dormant effect_corona (begin (sleep 320) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_start hev_10 ) (print "effect - re-entry corona") ) ) (script dormant x05_effect_shake_01 (begin (sleep 300) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.5 3) ) ) (script dormant x05_cinematic_lighting_scene_08 (begin (cinematic_lighting_set_primary_light 8 172 0.55 0.39 0.26) (cinematic_lighting_set_secondary_light -46 246 0.19 0.18 0.26) (cinematic_lighting_set_ambient_light 0.04 0.04 0.05) ) ) (script dormant x05_light_scene_08_space (begin (sleep 172) (print "light space") (cinematic_lighting_set_primary_light -21 32 0.48 0.53 0.69) (cinematic_lighting_set_secondary_light -17 214 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0.11 0.11 0.14) ) ) (script dormant destroy_chief (begin (sleep 52) (object_destroy chief) (print "destroy chief") ) ) (script static x05_08_setup (begin (wake x05_0310_cor) (wake x05_foley_08) (wake destroy_chief) (wake effect_hev_release) (wake effect_corona) (wake x05_effect_shake_01) (wake x05_cinematic_lighting_scene_08) (wake x05_light_scene_08_space) ) ) (script static x05_08_cleanup (begin (object_destroy delta_halo) (object_destroy_containing "iac") (object_destroy_containing "hev") (object_destroy_containing "matte") (player_effect_stop 0) ) ) (script static x05_scene_08 (begin (x05_08_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_08 none anchor_flag_x05) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 iac_08 anchor_x05) (custom_animation_relative chief objects\characters\masterchief\x05\x05 chief_08 False anchor_x05) (scenery_animation_start_relative hev_01 objects\cinematics\human\hev\x05\x05 hev01_08 anchor_x05) (scenery_animation_start_relative hev_02 objects\cinematics\human\hev\x05\x05 hev02_08 anchor_x05) (scenery_animation_start_relative hev_03 objects\cinematics\human\hev\x05\x05 hev03_08 anchor_x05) (scenery_animation_start_relative hev_04 objects\cinematics\human\hev\x05\x05 hev04_08 anchor_x05) (scenery_animation_start_relative hev_05 objects\cinematics\human\hev\x05\x05 hev05_08 anchor_x05) (scenery_animation_start_relative hev_06 objects\cinematics\human\hev\x05\x05 hev06_08 anchor_x05) (scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\x05\x05 halo_08 anchor_x05) (scenery_animation_start_relative hev_bay objects\cinematics\human\inamberclad_hevbay\x05\x05 hevbay_08 anchor_x05) (scenery_animation_start_relative matte_delta_halo_close objects\cinematics\matte_paintings\delta_halo_close\x05\x05 delta_halo_close_08 anchor_x05) (scenery_animation_start_relative hev_07 objects\cinematics\human\hev\x05\x05 hev07_08 anchor_x05) (scenery_animation_start_relative hev_08 objects\cinematics\human\hev\x05\x05 hev08_08 anchor_x05) (scenery_animation_start_relative hev_09 objects\cinematics\human\hev\x05\x05 hev09_08 anchor_x05) (scenery_animation_start_relative hev_10 objects\cinematics\human\hev\x05\x05 hev10_08 anchor_x05) (scenery_animation_start_relative hev_11 objects\cinematics\human\hev\x05\x05 hev11_08 anchor_x05) (scenery_animation_start_relative hev_12 objects\cinematics\human\hev\x05\x05 hev12_08 anchor_x05) (scenery_animation_start_relative hev_13 objects\cinematics\human\hev\x05\x05 hev13_08 anchor_x05) (scenery_animation_start_relative hev_14 objects\cinematics\human\hev\x05\x05 hev14_08 anchor_x05) (scenery_animation_start_relative hev_15 objects\cinematics\human\hev\x05\x05 hev15_08 anchor_x05) (scenery_animation_start_relative hev_16 objects\cinematics\human\hev\x05\x05 hev16_08 anchor_x05) (scenery_animation_start_relative hev_17 objects\cinematics\human\hev\x05\x05 hev17_08 anchor_x05) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) (x05_08_cleanup) ) ) (script static x05 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name bsp_x05) (sleep 1) (x05_scene_01) (x05_scene_02) (x05_scene_03) (x05_scene_04) (x05_scene_05) (x05_scene_06a) (x05_scene_06b) (x05_scene_07) (x05_scene_08) ) ) (script dormant c05_intro_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intro\foley\c05_intro_01_fol none 1) (print "c05_intro foley 01 start") ) ) (script dormant c05_1010_cor (begin (sleep 192) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_1010_cor none 1) (cinematic_subtitle c05_1010_cor 1) ) ) (script dormant effect_burn_contrails (begin (effect_new_on_object_marker effects\cinematics\05\hev_reentry_burn corona_02 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_contrail corona_02 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_burn corona_03 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_contrail corona_03 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_burn corona_04 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_contrail corona_04 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_burn corona_05 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_contrail corona_05 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_burn corona_06 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_contrail corona_06 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_burn corona_07 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_contrail corona_07 ) (print "effect - burn, contrail") ) ) (script dormant effect_chute_pins (begin (sleep 259) (print "effect - chute pins") (effect_new_on_object_marker effects\cinematics\05\hev_explosive_bolt hev_02 cable_release) ) ) (script dormant effect_retros_01 (begin (sleep 264) (print "effect - retro rockets") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_02 retro_rocket) ) ) (script dormant c05_intro_dof_01 (begin (time_code_reset) (sleep 79) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 20 0 0 0 5 5 0) (print "rack focus") ) ) (script dormant c05_intro_cinematic_light_01 (begin (cinematic_lighting_set_primary_light -21 32 0.48 0.53 0.69) (cinematic_lighting_set_secondary_light -17 214 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0.11 0.11 0.14) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting hev_01 True) (object_uses_cinematic_lighting hev_02 True) (object_uses_cinematic_lighting hev_03 True) (object_uses_cinematic_lighting hev_04 True) (object_uses_cinematic_lighting hev_05 True) (object_uses_cinematic_lighting hev_06 True) (object_uses_cinematic_lighting hev_07 True) (object_uses_cinematic_lighting hev_chute True) ) ) (script dormant hev_unhide (begin (sleep 126) (print "hev unhide") (object_hide hev_06 False) ) ) (script dormant destroy_corona_02 (begin (sleep 210) (print "destroy corona 02") (object_destroy corona_02) ) ) (script static c05_intro_01_setup (begin (object_create_anew chief) (object_create_anew hev_01) (object_create_anew hev_02) (object_create_anew hev_03) (object_create_anew hev_04) (object_create_anew hev_05) (object_create_anew hev_06) (object_create_anew hev_07) (object_create_anew hev_chute) (object_create_anew corona_01) (object_create_anew corona_02) (object_create_anew corona_03) (object_create_anew corona_04) (object_create_anew corona_05) (object_create_anew corona_06) (object_create_anew corona_07) (object_create_anew matte_horizon) (object_create_anew matte_islands) (object_cinematic_lod chief True) (object_cinematic_lod hev_01 True) (object_cinematic_lod hev_02 True) (object_cinematic_lod hev_03 True) (object_cinematic_lod hev_04 True) (object_cinematic_lod hev_05 True) (object_cinematic_lod hev_06 True) (object_cinematic_lod hev_07 True) (object_cinematic_lod hev_chute True) (object_hide hev_06 True) (wake c05_1010_cor) (wake c05_intro_foley_01) (wake destroy_corona_02) (wake effect_burn_contrails) (wake hev_unhide) (wake effect_chute_pins) (wake effect_retros_01) (wake c05_intro_dof_01) (wake c05_intro_cinematic_light_01) ) ) (script static c05_intro_01_cleanup (begin (object_destroy chief_intro) (object_destroy_containing "matte") (object_destroy hev_01) (object_destroy hev_02) (object_destroy hev_03) (object_destroy hev_04) (object_destroy hev_05) (object_destroy hev_06) (object_destroy hev_07) (object_destroy_containing "corona") (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script static c05_intro_scene_01 (begin (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (05_intro_01_predict_stub) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intro\foley\c05_intro_01_fol) (sleep prediction_offset) (c05_intro_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intro\05_intro 05_intro_01 none anchor_flag_x05) (custom_animation_relative chief objects\characters\masterchief\05_intro\05_intro chief_01 False anchor_x05) (scenery_animation_start_relative hev_01 objects\cinematics\human\hev\05_intro\05_intro hev01_01 anchor_x05) (scenery_animation_start_relative hev_02 objects\cinematics\human\hev\05_intro\05_intro hev02_01 anchor_x05) (scenery_animation_start_relative hev_03 objects\cinematics\human\hev\05_intro\05_intro hev03_01 anchor_x05) (scenery_animation_start_relative hev_04 objects\cinematics\human\hev\05_intro\05_intro hev04_01 anchor_x05) (scenery_animation_start_relative hev_05 objects\cinematics\human\hev\05_intro\05_intro hev05_01 anchor_x05) (scenery_animation_start_relative hev_06 objects\cinematics\human\hev\05_intro\05_intro hev06_01 anchor_x05) (scenery_animation_start_relative hev_07 objects\cinematics\human\hev\05_intro\05_intro hev07_01 anchor_x05) (scenery_animation_start_relative hev_chute objects\cinematics\human\hev\hev_chute\05_intro\05_intro hev_chute_01 anchor_x05) (scenery_animation_start_relative corona_02 objects\cinematics\human\hev_reentry\05_intro\05_intro hev_reentry02_01 anchor_x05) (scenery_animation_start_relative corona_03 objects\cinematics\human\hev_reentry\05_intro\05_intro hev_reentry03_01 anchor_x05) (scenery_animation_start_relative corona_04 objects\cinematics\human\hev_reentry\05_intro\05_intro hev_reentry04_01 anchor_x05) (scenery_animation_start_relative corona_05 objects\cinematics\human\hev_reentry\05_intro\05_intro hev_reentry05_01 anchor_x05) (scenery_animation_start_relative corona_06 objects\cinematics\human\hev_reentry\05_intro\05_intro hev_reentry06_01 anchor_x05) (scenery_animation_start_relative corona_07 objects\cinematics\human\hev_reentry\05_intro\05_intro hev_reentry07_01 anchor_x05) (scenery_animation_start_relative matte_horizon objects\cinematics\matte_paintings\delta_horizon\05_intro\05_intro delta_horizon_01 anchor_x05) (scenery_animation_start_relative matte_islands objects\cinematics\matte_paintings\delta_islands\05_intro\05_intro delta_islands_01 anchor_x05) (fade_in 1 1 1 15) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intro\foley\c05_intro_02_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c05_intro_01_cleanup) ) ) (script dormant little_alien (begin (if (= easy (game_difficulty_get_real)) (begin (object_create_anew tree_toy) (objects_attach grunt_01 right_hand tree_toy ) (sleep 150) (object_destroy tree_toy) )) (if (= normal (game_difficulty_get_real)) (begin (object_create_anew grenade_toy_01) (object_create_anew grenade_toy_02) (objects_attach grunt_01 right_hand grenade_toy_01 ) (objects_attach grunt_01 left_hand grenade_toy_02 ) (sleep 150) (object_destroy grenade_toy_01) (object_destroy grenade_toy_02) )) (if (= heroic (game_difficulty_get_real)) (begin (object_create_anew intro_fire) (sleep 150) (object_destroy intro_fire) )) (if (= legendary (game_difficulty_get_real)) (begin (object_create_anew chief_toy) (object_create_anew grunt_toy) (objects_attach grunt_01 right_hand grunt_toy ) (objects_attach grunt_01 left_hand chief_toy ) (sleep 150) (object_destroy chief_toy) (object_destroy grunt_toy) )) ) ) (script dormant c05_intro_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intro\foley\c05_intro_02_fol none 1) (print "c05_intro foley 02 start") ) ) (script dormant effect_retros_02 (begin (sleep 1) (print "effect - retro-rockets") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_01 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_02 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_03 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_04 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_05 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_06 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_07 retro_rocket) ) ) (script dormant effect_retros_03 (begin (sleep 310) (print "effect - retro-rockets") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_01 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_02 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_03 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_04 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_05 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_06 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_07 retro_rocket) ) ) (script dormant c05_intro_dof_02 (begin (time_code_reset) (sleep 218) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 1 1 0 0 0 0) (print "rack focus") (time_code_reset) (sleep 88) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c05_intro_cinematic_light_02 (begin (cinematic_lighting_set_primary_light 43 284 0.45 0.39 0.27) (cinematic_lighting_set_secondary_light 1 112 0.25 0.26 0.73) (cinematic_lighting_set_ambient_light 0.11 0.12 0.07) (object_uses_cinematic_lighting hev_close_01 True) (object_uses_cinematic_lighting hev_close_02 True) (object_uses_cinematic_lighting hev_close_03 True) (object_uses_cinematic_lighting hev_close_04 True) (object_uses_cinematic_lighting hev_close_05 True) (object_uses_cinematic_lighting hev_close_06 True) (object_uses_cinematic_lighting hev_close_07 True) (object_uses_cinematic_lighting hev_close_08 True) (object_uses_cinematic_lighting grunt_01 True) (object_uses_cinematic_lighting jackal_01 True) (object_uses_cinematic_lighting intro_turret True) ) ) (script dormant jackal_shield_activate (begin (sleep 278) (print "jackal shield activate") (object_create_anew jackal_shield) (objects_attach jackal_01 shield_light jackal_shield ) (object_set_function_variable jackal_01 shield 1 1) ) ) (script static c05_intro_02_setup (begin (object_create_anew hev_close_01) (object_create_anew hev_close_02) (object_create_anew hev_close_03) (object_create_anew hev_close_04) (object_create_anew hev_close_05) (object_create_anew hev_close_06) (object_create_anew hev_close_07) (object_create_anew hev_close_08) (object_create_anew grunt_01) (object_create_anew jackal_01) (object_create_anew intro_turret) (object_cinematic_lod hev_close_01 True) (object_cinematic_lod hev_close_02 True) (object_cinematic_lod hev_close_03 True) (object_cinematic_lod hev_close_04 True) (object_cinematic_lod hev_close_05 True) (object_cinematic_lod hev_close_06 True) (object_cinematic_lod hev_close_07 True) (object_cinematic_lod hev_close_08 True) (object_cinematic_lod grunt_01 True) (object_cinematic_lod jackal_01 True) (object_cinematic_lod intro_turret True) (object_set_function_variable jackal_01 shield 0 0) (wake c05_intro_foley_02) (wake effect_retros_02) (wake effect_retros_03) (wake c05_intro_dof_02) (wake c05_intro_cinematic_light_02) (wake little_alien) (wake jackal_shield_activate) ) ) (script static c05_intro_scene_02 (begin (cinematic_lightmap_shadow_enable) (05_intro_02_predict_stub) (sleep prediction_offset) (c05_intro_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intro\05_intro 05_intro_02 none anchor_flag_intro) (custom_animation_relative grunt_01 objects\characters\grunt\05_intro\05_intro grunt_02 False anchor_intro) (custom_animation_relative jackal_01 objects\characters\jackal\05_intro\05_intro jackal_02 False anchor_intro) (custom_animation_relative intro_turret objects\vehicles\c_turret_ap\05_intro\05_intro turret_02 False anchor_intro) (scenery_animation_start_relative hev_close_01 objects\cinematics\human\hev\05_intro\05_intro hev01_02 anchor_intro) (scenery_animation_start_relative hev_close_02 objects\cinematics\human\hev\05_intro\05_intro hev02_02 anchor_intro) (scenery_animation_start_relative hev_close_03 objects\cinematics\human\hev\05_intro\05_intro hev03_02 anchor_intro) (scenery_animation_start_relative hev_close_04 objects\cinematics\human\hev\05_intro\05_intro hev04_02 anchor_intro) (scenery_animation_start_relative hev_close_05 objects\cinematics\human\hev\05_intro\05_intro hev05_02 anchor_intro) (scenery_animation_start_relative hev_close_06 objects\cinematics\human\hev\05_intro\05_intro hev06_02 anchor_intro) (scenery_animation_start_relative hev_close_07 objects\cinematics\human\hev\05_intro\05_intro hev07_02 anchor_intro) (sleep 5) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (05_intro_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intro\foley\c05_intro_03_fol) (sleep (camera_time)) (cinematic_screen_effect_stop) ) ) (script dormant c05_intro_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intro\foley\c05_intro_03_fol none 1) (print "c05_intro foley 03 start") ) ) (script dormant c05_1020_cor (begin (sleep 439) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_1020_cor none 1) (cinematic_subtitle c05_1020_cor 2.5) ) ) (script dormant c05_1030_cor (begin (sleep 552) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_1030_cor none 1) (cinematic_subtitle c05_1030_cor 1) ) ) (script dormant effect_dust (begin (time_code_reset) (sleep 286) (effect_new effects\cinematics\05\hev_land c05_intro_pod_01) (print "first pod") (sleep 42) (effect_new effects\cinematics\05\hev_land c05_intro_pod_03) (print "second pod") (sleep 29) (effect_new effects\cinematics\05\hev_land c05_intro_pod_02) (print "third pod") ) ) (script dormant effect_hev_door_release (begin (sleep 390) (effect_new_on_object_marker effects\cinematics\05\hev_door_release hev_close_06 door_release) (print "effect - blow pins") ) ) (script dormant intro_turret_fire (begin (object_create turret_handheld) (objects_attach intro_turret primary_trigger turret_handheld ) (object_hide turret_handheld True) (sleep 131) (print "turret fire") (weapon_hold_trigger turret_handheld 0 True) (sleep 150) (weapon_hold_trigger turret_handheld 0 False) ) ) (script dormant intro_turret_fire_02 (begin (object_create turret_handheld_02) (objects_attach intro_turret_02 primary_trigger turret_handheld_02 ) (object_hide turret_handheld_02 True) (sleep 193) (print "turret_02 fire") (weapon_hold_trigger turret_handheld_02 0 True) (sleep 160) (weapon_hold_trigger turret_handheld_02 0 False) ) ) (script dormant 05_intro_fov_03_1 (begin (sleep 161) (print "fov switch") (camera_set_field_of_view 70 0) (print "fov change: 60 -> 70 over 0 ticks") ) ) (script dormant 05_intro_fov_03_2 (begin (sleep 280) (print "fov switch") (camera_set_field_of_view 60 0) (print "fov change: 70 -> 60 over 0 ticks") ) ) (script dormant c05_intro_cinematic_light_03 (begin (object_uses_cinematic_lighting chief_intro True) (object_uses_cinematic_lighting smg_01 True) (object_uses_cinematic_lighting rocket_01 True) ) ) (script dormant late_pods (begin (sleep 280) (scenery_animation_start_relative hev_close_06 objects\cinematics\human\hev\05_intro\05_intro hev06_03 anchor_intro) (scenery_animation_start_relative hev_close_07 objects\cinematics\human\hev\05_intro\05_intro hev07_03 anchor_intro) (scenery_animation_start_relative hev_close_08 objects\cinematics\human\hev\05_intro\05_intro hev08_03 anchor_intro) ) ) (script static c05_intro_03_setup (begin (object_create_anew chief_intro) (object_create_anew rocket_01) (object_create_anew smg_01) (object_create_anew intro_turret_02) (object_cinematic_lod chief_intro True) (object_cinematic_lod rocket_01 True) (object_cinematic_lod smg_01 True) (object_cinematic_lod intro_turret_02 True) (object_destroy intro_crate_01) (object_destroy intro_crate_02) (wake c05_1020_cor) (wake c05_1030_cor) (wake c05_intro_foley_03) (wake late_pods) (wake effect_dust) (wake effect_hev_door_release) (wake intro_turret_fire) (wake intro_turret_fire_02) (wake 05_intro_fov_03_1) (wake 05_intro_fov_03_2) (wake c05_intro_cinematic_light_03) ) ) (script static c05_intro_03_cleanup (begin (object_destroy chief_intro) (object_destroy grunt_01) (object_destroy jackal_01) (object_destroy_containing "turret") (object_destroy rocket_01) (object_destroy smg_01) (object_destroy_containing "hev_close") (object_create_anew intro_crate_01) (object_create_anew intro_crate_02) ) ) (script static c05_intro_scene_03 (begin (c05_intro_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intro\05_intro 05_intro_03 none anchor_flag_intro) (custom_animation_relative grunt_01 objects\characters\grunt\05_intro\05_intro grunt_03 False anchor_intro) (custom_animation_relative jackal_01 objects\characters\jackal\05_intro\05_intro jackal_03 False anchor_intro) (custom_animation_relative intro_turret objects\vehicles\c_turret_ap\05_intro\05_intro turret_03 False anchor_intro) (custom_animation_relative intro_turret_02 objects\vehicles\c_turret_ap\05_intro\05_intro turret02_03 False anchor_intro) (scenery_animation_start_relative hev_close_01 objects\cinematics\human\hev\05_intro\05_intro hev01_03 anchor_intro) (scenery_animation_start_relative hev_close_02 objects\cinematics\human\hev\05_intro\05_intro hev02_03 anchor_intro) (scenery_animation_start_relative hev_close_03 objects\cinematics\human\hev\05_intro\05_intro hev03_03 anchor_intro) (scenery_animation_start_relative hev_close_04 objects\cinematics\human\hev\05_intro\05_intro hev04_03 anchor_intro) (scenery_animation_start_relative hev_close_05 objects\cinematics\human\hev\05_intro\05_intro hev05_03 anchor_intro) (scenery_animation_start_relative smg_01 objects\weapons\rifle\smg\05_intro\05_intro smg_03 anchor_intro) (sleep 400) (custom_animation_relative chief_intro objects\characters\masterchief\05_intro\05_intro chief_03 False anchor_intro) (scenery_animation_start_relative rocket_01 objects\weapons\support_high\rocket_launcher\05_intro\05_intro rocket_03 anchor_intro) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c05_intro_03_cleanup) (sleep 30) (cinematic_lightmap_shadow_disable) ) ) (script static c05_intro (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name bsp_x05) (sleep 1) (c05_intro_scene_01) (switch_bsp_by_name bsp_00) (sleep 1) (c05_intro_scene_02) (c05_intro_scene_03) ) ) (script command long_pause (begin (cs_abort_on_alert True) (sleep_forever) ) ) (script command forever_pause (begin (cs_pause -1) ) ) (script command abort (begin (cs_pause 0.1) ) ) (script dormant 05a_title0 (begin (cinematic_fade_from_white_bars) (sleep 30) (cinematic_set_title title_1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) (game_save) ) ) (script dormant 05a_title1 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant 05a_title2 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_3) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant objective_lz_set (begin (sleep 30) (print "new objective set:") (print "clear the landing zone for the pelicans.") (objectives_show_up_to 0) ) ) (script dormant objective_lz_clear (begin (print "objective complete:") (print "clear the landing zone for the pelicans.") (objectives_finish_up_to 0) ) ) (script dormant objective_bridge_set (begin (sleep 30) (print "new objective set:") (print "extend the bridge, and cross the chasm.") (objectives_show_up_to 1) ) ) (script dormant objective_bridge_clear (begin (print "objective complete:") (print "extend the bridge, and cross the chasm.") (objectives_finish_up_to 1) ) ) (script dormant objective_ruins_set (begin (sleep 30) (print "new objective set:") (print "push through the covenant-held ruins.") (objectives_show_up_to 2) ) ) (script dormant objective_ruins_clear (begin (print "objective complete:") (print "push through the covenant-held ruins.") (objectives_finish_up_to 2) ) ) (script dormant objective_tower1_set (begin (sleep 30) (print "new objective set:") (print "reach the towers in the lake.") (objectives_show_up_to 3) ) ) (script dormant objective_tower1_clear (begin (print "objective complete:") (print "reach the towers in the lake.") (objectives_finish_up_to 3) ) ) (script dormant music_05a_01_start (begin (print "music 05a_01 start") (sound_looping_start scenarios\solo\05a_deltaapproach\05a_music\05a_01 none 1) ) ) (script dormant music_05a_02_start (begin (print "music 05a_02 start") (sound_looping_start scenarios\solo\05a_deltaapproach\05a_music\05a_02 none 1) ) ) (script dormant music_05a_02_stop (begin (print "music 05a_02 stop") (sound_looping_stop scenarios\solo\05a_deltaapproach\05a_music\05a_02) ) ) (script dormant music_05a_03_start (begin (print "music 05a_03 start") (sound_looping_start scenarios\solo\05a_deltaapproach\05a_music\05a_03 none 1) ) ) (script dormant music_05a_03_stop (begin (print "music 05a_03 stop") (sound_looping_stop scenarios\solo\05a_deltaapproach\05a_music\05a_03) ) ) (script dormant music_05a_04_start (begin (print "music 05a_04 start") (sound_looping_start scenarios\solo\05a_deltaapproach\05a_music\05a_04 none 1) ) ) (script dormant music_05a_04_start_alt (begin (print "music 05a_04 start alt") (sound_looping_set_alternate scenarios\solo\05a_deltaapproach\05a_music\05a_04 True) ) ) (script dormant music_05a_04_stop (begin (print "music 05a_04 stop") (sound_looping_stop scenarios\solo\05a_deltaapproach\05a_music\05a_04) ) ) (script dormant music_05a_05_start (begin (print "music 05a_05 start") (sound_looping_start scenarios\solo\05a_deltaapproach\05a_music\05a_05 none 1) ) ) (script dormant music_05a_05_stop (begin (print "music 05a_05 stop") (sound_looping_stop scenarios\solo\05a_deltaapproach\05a_music\05a_05) ) ) (script dormant music_05a_06_start (begin (print "music 05a_06 start") (sound_looping_start scenarios\solo\05a_deltaapproach\05a_music\05a_06 none 1) ) ) (script dormant kill_volumes (begin (sleep_until (begin (sleep_until (= (structure_bsp_index) 0)) (kill_volume_enable kill_bsp00_lz) (kill_volume_enable kill_bsp00_all) (kill_volume_disable kill_bsp01_all) (kill_volume_disable kill_approach_ramp) (sleep_until (= (structure_bsp_index) 1)) (kill_volume_enable kill_bsp01_all) (kill_volume_enable kill_approach_ramp) (kill_volume_disable kill_bsp00_lz) (kill_volume_disable kill_bsp00_all) False) ) ) ) (script dormant kill_stragglers (begin (sleep_until (begin (if (and (= (objects_can_see_object (players) (list_get (ai_actors all_ai) straggler_no) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors all_ai) straggler_no)) 100)) (object_destroy (list_get (ai_actors all_ai) straggler_no))) (set straggler_no (+ straggler_no 1)) (if (> straggler_no 19) (set straggler_no 0)) False) ) ) ) (script dormant lights (begin (sleep_until (begin (sleep_until (or (= (volume_test_objects vol_lights_on_01 (players)) True) (= (volume_test_objects vol_lights_on_02 (players)) True) (= (volume_test_objects vol_lights_on_03 (players)) True) (= (volume_test_objects vol_lights_on_04 (players)) True) (= (volume_test_objects vol_lights_on_05 (players)) True) (= (volume_test_objects vol_lights_on_06 (players)) True))) (game_can_use_flashlights True) (sleep_until (and (= (volume_test_objects vol_lights_on_01 (players)) False) (= (volume_test_objects vol_lights_on_02 (players)) False) (= (volume_test_objects vol_lights_on_03 (players)) False) (= (volume_test_objects vol_lights_on_04 (players)) False) (= (volume_test_objects vol_lights_on_05 (players)) False) (= (volume_test_objects vol_lights_on_06 (players)) False))) (game_can_use_flashlights False) False) ) ) ) (script command lz_phantom_01_crash (begin (cs_pause -1) ) ) (script static lz_phantom_01_blows (begin (cs_run_command_script lz_phantom_01/pilot lz_phantom_01_crash) (begin_random (begin (effect_new_on_object_marker phantom_boom (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p) (sleep (random_range 10 60)) (print ".") ) (begin (effect_new_on_object_marker phantom_boom (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) right_gun) (sleep (random_range 10 60)) (print ".") ) (begin (effect_new_on_object_marker phantom_boom (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) left_gun) (sleep (random_range 10 60)) (print ".") ) (begin (effect_new_on_object_marker phantom_boom (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) chin_gun) (sleep (random_range 10 60)) (print ".") ) (begin (effect_new_on_object_marker phantom_boom (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) target_engine_left) (sleep (random_range 10 60)) (print ".") ) (begin (effect_new_on_object_marker phantom_boom (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) target_engine_right) (sleep (random_range 10 60)) (print ".") ) ) ) ) (script command stay_shooting (begin (cs_enable_targeting True) (cs_shoot True) (cs_set_behavior guard) (sleep_forever) ) ) (script static prep_return_from_intro (begin (if (difficulty_legendary) (set lz_turret_count 4)) (if (difficulty_heroic) (set lz_turret_count 3)) (if (difficulty_normal) (set lz_turret_count 2)) (ai_place lz_turrets_01) (ai_set_blind lz_turrets_01 True) (cs_run_command_script lz_turrets_01 stay_shooting) (set lz_turret_count (- lz_turret_count 1)) (begin_random (if (> lz_turret_count 0) (begin (ai_place lz_turrets_02) (ai_set_blind lz_turrets_02 True) (cs_run_command_script lz_turrets_02 stay_shooting) (set lz_turret_count (- lz_turret_count 1)) )) (if (> lz_turret_count 0) (begin (ai_place lz_turrets_03) (ai_set_blind lz_turrets_03 True) (cs_run_command_script lz_turrets_03 stay_shooting) (set lz_turret_count (- lz_turret_count 1)) )) (if (> lz_turret_count 0) (begin (ai_place lz_turrets_04) (ai_set_blind lz_turrets_04 True) (cs_run_command_script lz_turrets_04 stay_shooting) (set lz_turret_count (- lz_turret_count 1)) )) ) (if (difficulty_legendary) (begin (ai_place allies_lz_ledge 2) (ai_place lz_jackals_ridge 1) )) (if (difficulty_heroic) (begin (ai_place allies_lz_ledge 2) (ai_place allies_lz_ridge 1) (ai_place lz_jackals_ridge 1) )) (if (difficulty_normal) (begin (ai_place allies_lz_ledge 2) (ai_place allies_lz_ridge 1) (ai_place lz_jackals_ridge 1) )) (object_teleport (player0) lz_start_player0) (object_teleport (player1) lz_start_player1) ) ) (script dormant lz_pelican_wait (begin (sleep_until (and (= (volume_test_objects vol_lz_all (players)) False) (> (player_count) 0))) (if (and (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) False)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'let's wait for our warthog. unless you really want to walk...'") (sleep (ai_play_line_on_object none 0370)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script command drive_to_overlook_01 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to overlook/p2) (cs_go_to overlook/p3) (cs_go_to overlook/p6) (cs_go_to overlook/p7) (cs_go_to overlook/p4) (cs_go_to overlook/p5) (cs_go_to overlook/p1) ) ) (script command drive_to_overlook_02 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to overlook/p2) (cs_go_to overlook/p3) (cs_go_to overlook/p6) (cs_go_to overlook/p7) (cs_go_to overlook/p4) (cs_go_to overlook/p5) (cs_go_to overlook/p0) ) ) (script command lz_pelican_sighted (begin (set ride_ally_comment_go True) (cs_switch lz_odst) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "odst: 'here comes our ride!'") (cs_play_line 0380) ) ) (script command lz_saddle_up (begin (cs_switch lz_ally) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "ally: 'saddle-up! we're moving out!'") (cs_play_line 0050) ) ) (script dormant lz_pelican_timer (begin (sleep 8000) (object_destroy (ai_vehicle_get_from_starting_location lz_pelican_01/pilot)) (object_destroy (ai_vehicle_get_from_starting_location lz_pelican_02/pilot)) ) ) (script command lz_pelican_arrives (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_vehicle_boost True) (cs_fly_by lz_pelicans/pel_a_09 20) (cs_fly_by lz_pelicans/pel_a_08 20) (cs_fly_by lz_pelicans/pel_a_07 20) (cs_vehicle_boost False) (cs_fly_by lz_pelicans/pel_a_06 20) (set lz_pelican_in_sight True) (cs_vehicle_speed 0.5) (cs_fly_to lz_pelicans/pel_a_04 5) (cs_fly_to_and_face lz_pelicans/pel_a_04 lz_pelicans/p0 1) (cs_fly_to lz_pelicans/pel_a_05 1) (ai_set_orders lz_allies allies_lz_hogs) (sleep_until (and (= (volume_test_objects vol_lz_warthog (players)) False) (= (volume_test_objects vol_lz_warthog (ai_actors all_allies)) False) (> (player_count) 0))) (vehicle_unload (ai_vehicle_get_from_starting_location lz_pelican_01/pilot) pelican_lc) (sleep 45) (wake music_05a_02_start) (wake lz_pelican_timer) (vehicle_unload (ai_vehicle_get_from_starting_location lz_pelican_01/pilot) pelican_p) (sleep_until (< (ai_living_count lz_pelican_01) 4)) (set lz_pelican_arrived True) (cs_fly_to lz_pelicans/pel_a_04 1) (cs_vehicle_speed 1) (cs_fly_by lz_pelicans/pel_a_06 3) (cs_fly_by lz_pelicans/pel_a_07 20) (cs_vehicle_boost True) (cs_fly_by lz_pelicans/pel_a_09 20) (cs_fly_to lz_pelicans/pel_a_10 20) (ai_erase lz_pelican_01) ) ) (script command other_lz_pelican (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_vehicle_boost True) (cs_fly_by lz_pelicans/pel_b_07 20) (cs_fly_by lz_pelicans/pel_b_06 20) (cs_fly_by lz_pelicans/pel_b_05 20) (cs_vehicle_boost False) (cs_fly_by lz_pelicans/pel_b_04 10) (cs_vehicle_speed 0.5) (cs_face True lz_pelicans/pel_a_05) (sleep_until (begin (if (= lz_pelican_arrived False) (cs_fly_by lz_pelicans/pel_b_02 3)) (if (= lz_pelican_arrived False) (cs_fly_by lz_pelicans/pel_b_03 3)) (= lz_pelican_arrived True) )) (cs_face False lz_pelicans/pel_a_05) (cs_fly_by lz_pelicans/pel_b_05 20) (cs_vehicle_speed 1) (cs_vehicle_boost True) (cs_fly_by lz_pelicans/pel_b_07 40) (cs_fly_to lz_pelicans/pel_b_08 30) (ai_erase lz_pelican_02) ) ) (script dormant lz_pelican (begin (ai_place lz_pelican_02) (cs_run_command_script lz_pelican_02/pilot other_lz_pelican) (sleep 120) (ai_place allies_lz_pelican (- 2 (ai_living_count all_allies))) (ai_place lz_pelican_01) (ai_place lz_warthog_01) (object_cannot_take_damage (ai_vehicle_get_from_starting_location lz_pelican_01/pilot)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_pelican_01/pilot) pelican_p (ai_actors allies_lz_pelican)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_pelican_01/pilot) pelican_lc (ai_vehicle_get_from_starting_location lz_warthog_01/driver)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_pelican_01/pilot) True) (cs_run_command_script lz_pelican_01/pilot lz_pelican_arrives) (ai_set_orders lz_allies allies_lz_all) (sleep_until (= lz_pelican_in_sight True)) (if (= lz_pelican_arrived False) (begin (sleep_until (or (ai_scene lz_pelican_sighted_scene lz_pelican_sighted lz_allies) (and (< (ai_living_count allies_lz_ledge) 1) (< (ai_living_count allies_lz_ridge) 1))) 30 150) (sleep 150) (if (= ride_ally_comment_go False) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'here comes our ride!'") (sleep (ai_play_line_on_object none 2020)) (sleep 30) (ai_dialogue_enable True) )) )) (sleep 240) (ai_dialogue_enable False) (sleep 60) (print "johnson: 'i got a good view coming in.'") (print "'there's a big building in the middle of this island's lake.'") (sleep (ai_play_line_on_object none 0020)) (sleep 30) (print "cortana: 'i saw it too. it looked like a temple.") (sleep (ai_play_line_on_object none 0030)) (sleep 15) (print "if i were a megalomaniac - and i'm not - that's where i'd be.") (sleep (ai_play_line_on_object none 0040)) (sleep 30) (ai_dialogue_enable True) (sleep_until (= lz_pelican_arrived True)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_warthog_01/driver) True) (ai_set_orders lz_allies allies_lz_hogs) (ai_scene lz_saddle_up_scene lz_saddle_up all_allies) (sleep_until (or (and (= (volume_test_objects vol_lz_all (players)) False) (> (player_count) 0)) (and (or (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) )) (or (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) (= (game_is_cooperative) False))))) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_warthog_01/driver) False) (game_save) (ai_enter_squad_vehicles all_allies) (set lz_mounted_up True) ) ) (script static short_lz_pel (begin (ai_place lz_pelican_02) (cs_run_command_script lz_pelican_02/pilot other_lz_pelican) (sleep 120) (ai_place allies_lz_pelican (- 4 (ai_living_count all_allies))) (ai_place lz_pelican_01) (ai_place lz_warthog_01) (object_cannot_take_damage (ai_vehicle_get_from_starting_location lz_pelican_01/pilot)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_pelican_01/pilot) pelican_p (ai_actors allies_lz_pelican)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_pelican_01/pilot) pelican_lc (ai_vehicle_get_from_starting_location lz_warthog_01/driver)) (cs_run_command_script lz_pelican_01/pilot lz_pelican_arrives) (sleep_until (> (ai_living_count lz_enemies_all) 1)) (ai_set_orders lz_allies allies_lz_all) (sleep_until (= lz_pelican_in_sight True)) (if (= lz_pelican_arrived False) (begin (sleep_until (or (ai_scene lz_pelican_sighted_scene lz_pelican_sighted lz_allies) (and (< (ai_living_count allies_lz_ledge) 1) (< (ai_living_count allies_lz_ridge) 1))) 30 150) (sleep 150) (if (= ride_ally_comment_go False) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'here comes our ride!'") (sleep (ai_play_line_on_object none 2020)) (sleep 30) (ai_dialogue_enable True) )) )) (sleep 240) (ai_dialogue_enable False) (sleep 60) (print "johnson: 'i got a good view coming in.'") (print "'there's a big building in the middle of this island's lake.'") (sleep (ai_play_line_on_object none 0020)) (sleep 30) (print "cortana: 'i saw it too. it looked like a temple.") (sleep (ai_play_line_on_object none 0030)) (sleep 15) (print "if i were a megalomaniac - and i'm not - that's where i'd be.") (sleep (ai_play_line_on_object none 0040)) (sleep 30) (ai_dialogue_enable True) (sleep_until (= lz_pelican_arrived True)) (ai_set_orders lz_allies allies_lz_hogs) (ai_scene lz_saddle_up_scene lz_saddle_up all_allies) (ai_enter_squad_vehicles all_allies) (sleep_until (> (ai_living_count lz_warthog_01) 1)) (ai_set_orders lz_warthog_01 allies_overlook_pause) ) ) (script dormant lz_turret_reminder (begin (sleep_until (< (ai_living_count lz_enemies_turrets) 1) 30 8000) (if (> (ai_living_count lz_enemies_turrets) 0) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'those turrets will tear the pelicans to shreds! take them out!'") (sleep (ai_play_line_on_object none 0310)) (sleep 30) (ai_dialogue_enable True) )) (sleep_until (< (ai_living_count lz_enemies_turrets) 1) 30 8000) (if (> (ai_living_count lz_enemies_turrets) 0) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'take out those turrets, chief!'") (sleep (ai_play_line_on_object none 2010)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script command odst_warning (begin (cs_switch lz_odst) (cs_start_approach_player 2 10 10) (cs_abort_on_damage True) (print "odst: 'sir! we gotta neutralize those turrets!'") (cs_play_line 0300) ) ) (script command odst_turrets_down (begin (cs_switch lz_odst) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "odst: 'clear this lz! the pelicans are right behind us!'") (cs_play_line 0010) ) ) (script dormant lz_turret_track (begin (sleep_until (< (ai_living_count lz_enemies_turrets) 1)) (print "all turrets down") (set turrets_down True) (sleep_until (or (ai_scene lz_turrets_down_scene odst_turrets_down all_allies) (< (ai_living_count all_allies) 1)) 30 600) ) ) (script dormant lz_phantom_01_drop (begin (object_set_phantom_power (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) True) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_a01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_a02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_a03) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_b01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_b02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_b03) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_c01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_c02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_c03) (ai_set_orders lz_elites_phantom_01 lz_enemies_phantom_01) (sleep 60) (object_set_phantom_power (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) False) ) ) (script command lz_phantom_arrives_01 (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 0.5) (cs_fly_by lz_airspace/ph0a) (cs_fly_by lz_airspace/ph1a) (cs_fly_by lz_airspace/ph2a) (cs_vehicle_speed 0.3) (cs_fly_to lz_airspace/pel6 2) (cs_fly_to_and_face lz_airspace/pel6 lz_airspace/p0 1) (wake lz_phantom_01_drop) (cs_fly_to_and_face lz_airspace/ph3a lz_airspace/p0 1) (sleep_until (< (ai_living_count lz_phantom_01) 2) 30 900) (set lz_phantom_01_leaving True) (cs_fly_by lz_airspace/ph2a) (cs_vehicle_speed 0.5) (cs_fly_by lz_airspace/ph1a) (cs_fly_by lz_airspace/ph0a) (cs_fly_to lz_airspace/phxa) (ai_erase lz_phantom_01) ) ) (script dormant lz_phantom_02_drop (begin (object_set_phantom_power (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) True) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_a01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_a02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_a03) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_b01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_b02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_b03) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_c01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_c02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_c03) (ai_set_orders lz_elites_phantom_02 lz_enemies_phantom_02) (sleep 60) (object_set_phantom_power (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) False) ) ) (script command lz_phantom_arrives_02 (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 0.5) (cs_fly_by lz_airspace/ph0b) (cs_fly_by lz_airspace/ph1b) (cs_fly_by lz_airspace/ph2b) (cs_vehicle_speed 0.3) (cs_fly_to lz_airspace/pel6 2) (cs_fly_to_and_face lz_airspace/pel6 lz_airspace/p1 1) (wake lz_phantom_02_drop) (cs_fly_to_and_face lz_airspace/ph3b lz_airspace/p1 2) (sleep_until (< (ai_living_count lz_phantom_02) 2) 30 900) (cs_fly_by lz_airspace/ph2b) (cs_vehicle_speed 0.5) (cs_fly_by lz_airspace/ph1b) (cs_fly_by lz_airspace/ph0b) (cs_fly_to lz_airspace/phxb) (ai_erase lz_phantom_02) (set lz_phantom_02_leaving True) ) ) (script command lz_phantom_arrives_03 (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 0.5) (cs_fly_by lz_airspace/ph0a) (cs_fly_by lz_airspace/ph1a) (cs_fly_by lz_airspace/ph2a) (cs_vehicle_speed 0.3) (cs_fly_to lz_airspace/ph3a 2) (cs_fly_to_and_face lz_airspace/ph3a lz_airspace/p0 1) (object_set_phantom_power (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) True) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_a01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_a02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_a03) (sleep_until (< (ai_living_count lz_phantom_01) 2) 30 900) (sleep 60) (object_set_phantom_power (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) False) (ai_set_active_camo lz_stealth_phantom_03 True) (cs_fly_by lz_airspace/ph2a) (cs_vehicle_speed 0.5) (cs_fly_by lz_airspace/ph1a) (cs_fly_by lz_airspace/ph0a) (cs_fly_to lz_airspace/phxa) (ai_erase lz_phantom_01) (set lz_phantom_03_leaving True) ) ) (script static lz_phantom_01_start (begin (ai_place lz_phantom_01) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_elites_phantom_01 2) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_jackals_phantom_01 (random_range 2 4)) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_grunts_phantom_01 (- 6 (ai_living_count lz_jackals_phantom_01))) )) (sleep 15) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_c (ai_actors lz_elites_phantom_01)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p (ai_actors lz_grunts_phantom_01)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p (ai_actors lz_jackals_phantom_01)) (sleep 15) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) True) (cs_run_command_script lz_phantom_01/pilot lz_phantom_arrives_01) (sleep 210) (print "saving") (game_save) (sleep_until (< (ai_living_count lz_phantom_01) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location lz_phantom_01/pilot)) ) ) (script static lz_phantom_02_start (begin (ai_place lz_phantom_02) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_elites_phantom_02 2) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_jackals_phantom_02 (random_range 2 4)) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_grunts_phantom_02 (- 6 (ai_living_count lz_jackals_phantom_02))) )) (sleep 15) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_c (ai_actors lz_elites_phantom_02)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p (ai_actors lz_jackals_phantom_02)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p (ai_actors lz_grunts_phantom_02)) (sleep 15) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) True) (cs_run_command_script lz_phantom_02/pilot lz_phantom_arrives_02) (sleep 150) (print "saving") (game_save) (sleep_until (< (ai_living_count lz_phantom_02) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location lz_phantom_02/pilot)) ) ) (script static lz_phantom_03_start (begin (ai_place lz_phantom_01) (ai_place lz_stealth_phantom_03 3) (sleep 15) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_a01 (ai_actors lz_stealth_phantom_03/1)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_a02 (ai_actors lz_stealth_phantom_03/2)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_a03 (ai_actors lz_stealth_phantom_03/3)) (sleep 15) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) True) (cs_run_command_script lz_phantom_01/pilot lz_phantom_arrives_03) (sleep 210) (print "saving") (game_save) (sleep_until (< (ai_living_count lz_phantom_01) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location lz_phantom_01/pilot)) ) ) (script static short_lz_ph_02 (begin (ai_allegiance prophet covenant) (ai_place lz_phantom_02) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_elites_phantom_02 2) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_jackals_phantom_02 (random_range 2 4)) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_grunts_phantom_02 (- 7 (ai_living_count lz_jackals_phantom_02))) )) (sleep 15) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_c (ai_actors lz_elites_phantom_02)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p (ai_actors lz_jackals_phantom_02)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p (ai_actors lz_grunts_phantom_02)) (sleep 15) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) True) (cs_run_command_script lz_phantom_02/pilot lz_phantom_arrives_02) ) ) (script dormant lz_start (begin (data_mine_set_mission_segment "05a_1_landing_zone") (game_save) (wake lz_turret_track) (wake lz_turret_reminder) (sleep 5) (ai_scene lz_intro_inform_scene odst_warning allies_lz_ledge) (sleep 120) (ai_place lz_grunts_ledge 3) (ai_set_blind lz_turrets_01 False) (ai_set_blind lz_turrets_02 False) (ai_set_blind lz_turrets_03 False) (ai_set_blind lz_turrets_04 False) (sleep_until (or (and (= (volume_test_objects vol_entry_ledge (players)) False) (> (player_count) 0)) (< (ai_living_count lz_enemies_all) 3))) (game_save) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_jackals_ridge (- 2 (ai_living_count lz_jackals_ridge))) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_grunts_ridge (- 3 (ai_living_count lz_grunts_ledge))) )) (sleep_until (or (= (volume_test_objects vol_lz_leaving_ridge (players)) True) (< (ai_living_count lz_enemies_all) 1))) (ai_place lz_jackals_structure 1) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_elites_yard 2) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_jackals_yard (- 2 (ai_living_count lz_jackals_ridge))) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_grunts_yard (- 3 (+ (ai_living_count lz_grunts_ledge) (ai_living_count lz_grunts_ridge)))) )) (game_save) (sleep 30) (wake music_05a_01_start) (sleep_until (or (= (volume_test_objects vol_lz_in_yard_01 (players)) True) (< (ai_living_count lz_enemies_all) 3))) (game_save) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_elites_structure (- 2 (ai_living_count lz_elites_yard))) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_grunts_structure (- 5 (ai_living_count lz_enemies_yard))) )) (sleep_until (or (= (volume_test_objects vol_lz_in_yard_02 (players)) True) (< (ai_living_count lz_enemies_all) 3))) (game_save) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_elites_bunkered (- 2 (+ (ai_living_count lz_elites_yard) (ai_living_count lz_elites_structure)))) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_grunts_bunkered (- 5 (ai_living_count lz_enemies_structure))) )) (sleep_until (and (= turrets_down True) (< (ai_living_count lz_enemies_all) 1)) 30 1800) (sleep_until (= (ai_trigger_test "done_fighting" lz_enemies_all) True)) (sleep 90) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'artillery disabled, sergeant! landing zone secure for the moment.'") (sleep (ai_play_line_on_object none 0320)) (sleep 30) (print "johnson: 'i hear ya. starting our approach. hang tight.'") (sleep (ai_play_line_on_object none 0330)) (sleep 60) (print "cortana: 'easier said than done inbound phantoms, chief!'") (sleep (ai_play_line_on_object none 0340)) (sleep 30) (ai_dialogue_enable True) (lz_phantom_01_start) (sleep_until (< (ai_living_count lz_enemies_all) 1) 30 8000) (sleep_until (= (ai_trigger_test "done_fighting" lz_enemies_all) True)) (if (difficulty_legendary) (begin (sleep 60) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'another phantom! on approach!'") (sleep (ai_play_line_on_object none 0350)) (sleep 30) (ai_dialogue_enable True) (lz_phantom_02_start) (sleep_until (< (ai_living_count lz_enemies_all) 1) 30 8000) (sleep_until (= (ai_trigger_test "done_fighting" lz_enemies_all) True)) (lz_phantom_03_start) (sleep_until (< (ai_living_count lz_enemies_all) 1) 30 4000) (sleep_until (= (ai_trigger_test "done_fighting" lz_enemies_all) True)) (wake lz_pelican) (wake objective_lz_clear) ) (begin (sleep 60) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'another phantom! on approach!'") (sleep (ai_play_line_on_object none 0350)) (sleep 30) (ai_dialogue_enable True) (lz_phantom_02_start) (sleep_until (< (ai_living_count lz_enemies_all) 1) 30 8000) (sleep_until (= (ai_trigger_test "done_fighting" lz_enemies_all) True)) (wake lz_pelican) (wake objective_lz_clear) )) (sleep 90) (if (= lz_pelican_in_sight False) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'hold here until the pelican arrives, chief.'") (sleep (ai_play_line_on_object none 0360)) (sleep 30) (ai_dialogue_enable True) )) (game_save) (wake lz_pelican_wait) ) ) (script dormant overlook_reminder (begin (sleep_until (= (volume_test_objects vol_bridge_all (players)) True) 30 5400) (if (and (= (volume_test_objects vol_bridge_all (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'let's get moving before we're spotted, alright?'") (sleep (ai_play_line_on_object none 0430)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script command overlook_remark (begin (cs_switch overlook_ally) (cs_abort_on_damage True) (print "ally: 'whoa '") (cs_play_line 0390) (sleep 30) (print "ally: 'it's like a postcard.'") (cs_play_line 0400) (sleep 30) (print "ally: 'dear, sarge: kicking ass in outer space. wish you were here.'") (cs_play_line 0410) (sleep 30) (print "johnson: 'i heard that, jackass.'") (sleep (ai_play_line_on_object none 0420)) ) ) (script command overlook_wander1 (begin (cs_abort_on_alert True) (sleep_until (begin (begin_random (begin (cs_go_to overlook/jack01) (cs_face True overlook/jack_look) (sleep (random_range 30 90)) (cs_face False overlook/jack_look) ) (begin (cs_go_to overlook/jack02) (cs_face True overlook/jack_look) (sleep (random_range 30 90)) (cs_face False overlook/jack_look) ) (begin (cs_go_to overlook/jack06) (cs_face True overlook/jack05) (sleep (random_range 30 90)) (cs_face False overlook/jack05) ) ) False) ) ) ) (script command overlook_wander2 (begin (cs_abort_on_alert True) (sleep_until (begin (begin_random (begin (cs_go_to overlook/jack03) (cs_face True overlook/jack_look) (sleep (random_range 30 90)) (cs_face False overlook/jack_look) ) (begin (cs_go_to overlook/jack04) (cs_face True overlook/jack_look2) (sleep (random_range 30 90)) (cs_face False overlook/jack_look2) ) (begin (cs_go_to overlook/jack05) (cs_face True overlook/jack06) (sleep (random_range 30 90)) (cs_face False overlook/jack06) ) ) False) ) ) ) (script dormant overlook_start (begin (ai_disposable lz_enemies_all True) (data_mine_set_mission_segment "05a_2_overlook") (wake overlook_reminder) (game_save) (ai_place overlook_jackals_01 2) (if (difficulty_legendary) (ai_place overlook_jackals_02 2)) (if (difficulty_heroic) (ai_place overlook_jackals_02 1)) (sleep_until (= (volume_test_objects vol_overlook_pause (players)) True)) (sleep_until (or (< (ai_living_count overlook_jackals) 1) (= (volume_test_objects vol_bridge_all (players)) True))) (sleep_until (or (= (volume_test_objects vol_bridge_all (players)) True) (ai_scene overlook_remark_scene overlook_remark all_allies) (< (ai_living_count all_allies) 1)) 30 300) ) ) (script dormant bridge_cortana_comment (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'the covenant has control of the bridge ahead.'") (sleep (ai_play_line_on_object none 0440)) (sleep 15) (print "'they're going to try and bottle us up on this side of the gorge!'") (sleep (ai_play_line_on_object none 0450)) (sleep 30) (game_save) (sleep_until (= (volume_test_objects vol_bridge_near_bunker (players)) True)) (print "cortana: 'the controls to extend the bridge should be in this structure!'") (sleep (ai_play_line_on_object none 0460)) (sleep 30) (ai_dialogue_enable True) ) ) (script command bridge_wraith_warn (begin (set wraith_warning_go True) (cs_switch bridge_ally) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "ally: 'watch out, chief! wraiths on the far side!'") (cs_play_line 0480) ) ) (script dormant bridge_wraith_warning (begin (sleep 300) (sleep_until (or (ai_scene bridge_wraith_warn_scene bridge_wraith_warn all_allies) (< (ai_living_count all_allies) 1)) 30 150) (sleep 30) (if (= wraith_warning_go False) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'watch out, chief! wraiths on the far side!'") (sleep (ai_play_line_on_object none 2030)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script command bridge_phantom_01a (begin (cs_vehicle_boost True) (cs_fly_by bridge_airspace/ph0 10) (cs_fly_by bridge_airspace/ph1 10) (cs_vehicle_boost False) (cs_vehicle_speed 0.5) (cs_fly_to bridge_airspace/pel5 1) (cs_fly_to bridge_airspace/ph2 1) (vehicle_unload (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot) phantom_lc) (sleep_until (< (ai_living_count bridge_phantom_01) 2)) (cs_fly_to_and_face bridge_airspace/pel5 bridge_airspace/ph1 2) (cs_vehicle_speed 1) (cs_vehicle_boost True) (cs_fly_by bridge_airspace/ph1 10) (cs_fly_by bridge_airspace/ph0 10) (cs_vehicle_boost False) (cs_fly_to bridge_airspace/phx 20) (ai_erase bridge_phantom_01) ) ) (script command bridge_phantom_01b (begin (cs_vehicle_boost True) (cs_fly_by bridge_airspace/ph0 10) (cs_fly_by bridge_airspace/ph1too 10) (cs_vehicle_boost False) (cs_vehicle_speed 0.5) (cs_fly_to bridge_airspace/ph3 1) (cs_fly_to bridge_airspace/ph4 1) (vehicle_unload (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot) phantom_lc) (sleep_until (< (ai_living_count bridge_phantom_01) 2)) (cs_fly_to_and_face bridge_airspace/ph3 bridge_airspace/ph1 2) (cs_vehicle_speed 1) (cs_vehicle_boost True) (cs_fly_by bridge_airspace/ph1too 10) (cs_fly_by bridge_airspace/ph0 10) (cs_vehicle_boost False) (cs_fly_to bridge_airspace/phx 20) (ai_erase bridge_phantom_01) ) ) (script command bridge_phantom_02a (begin (cs_vehicle_boost True) (cs_fly_by bridge_airspace/pel0 10) (cs_fly_by bridge_airspace/pel1 10) (cs_fly_by bridge_airspace/pel2 20) (cs_vehicle_boost False) (cs_fly_by bridge_airspace/pel4 5) (cs_fly_to bridge_airspace/pel5 1) (cs_fly_to bridge_airspace/ph2 1) (vehicle_unload (ai_vehicle_get_from_starting_location bridge_phantom_02/pilot) phantom_lc) (sleep_until (< (ai_living_count bridge_phantom_02) 2)) (cs_fly_to_and_face bridge_airspace/pel5 bridge_airspace/pel4 2) (cs_vehicle_speed 1) (cs_fly_by bridge_airspace/pel4 5) (cs_fly_by bridge_airspace/pel3 5) (cs_fly_by bridge_airspace/pel2 5) (cs_fly_by bridge_airspace/pel1 5) (cs_fly_by bridge_airspace/pel0 5) (cs_fly_by bridge_airspace/pelx 5) (ai_erase bridge_phantom_02) ) ) (script command bridge_phantom_02b (begin (cs_vehicle_boost True) (cs_fly_by bridge_airspace/pel0 10) (cs_fly_by bridge_airspace/pel1 10) (cs_fly_by bridge_airspace/pel2 20) (cs_vehicle_boost False) (cs_fly_to bridge_airspace/ph3 1) (cs_fly_to bridge_airspace/ph4 1) (vehicle_unload (ai_vehicle_get_from_starting_location bridge_phantom_02/pilot) phantom_lc) (sleep_until (< (ai_living_count bridge_phantom_02) 2)) (cs_fly_to_and_face bridge_airspace/ph3 bridge_airspace/pel2 2) (cs_vehicle_speed 1) (cs_fly_by bridge_airspace/pel3 5) (cs_fly_by bridge_airspace/pel2 5) (cs_fly_by bridge_airspace/pel1 5) (cs_fly_by bridge_airspace/pel0 5) (cs_fly_by bridge_airspace/pelx 5) (ai_erase bridge_phantom_02) ) ) (script static bridge_phantom_reinforce_01a (begin (ai_place bridge_phantom_01) (ai_place bridge_phantom_ghosts_02) (sleep 60) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot) phantom_lc (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/1)) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot) phantom_lc (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/2)) (sleep 60) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot) True) (cs_run_command_script bridge_phantom_01/pilot bridge_phantom_01a) (sleep_until (< (ai_living_count bridge_phantom_01) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot)) ) ) (script static bridge_phantom_reinforce_01b (begin (ai_place bridge_phantom_01) (ai_place bridge_phantom_ghosts_01) (sleep 60) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot) phantom_lc (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_01/1)) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot) phantom_lc (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_01/2)) (sleep 60) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot) True) (cs_run_command_script bridge_phantom_01/pilot bridge_phantom_01b) (sleep_until (< (ai_living_count bridge_phantom_01) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot)) ) ) (script static bridge_phantom_reinforce_02a (begin (ai_place bridge_phantom_02) (ai_place bridge_phantom_ghosts_02) (sleep 60) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_phantom_02/pilot) phantom_lc (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/1)) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_phantom_02/pilot) phantom_lc (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/2)) (sleep 60) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_phantom_02/pilot) True) (cs_run_command_script bridge_phantom_02/pilot bridge_phantom_02a) (sleep_until (< (ai_living_count bridge_phantom_01) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot)) ) ) (script static bridge_phantom_reinforce_02b (begin (ai_place bridge_phantom_02) (ai_place bridge_phantom_ghosts_02) (sleep 60) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_phantom_02/pilot) phantom_lc (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/1)) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_phantom_02/pilot) phantom_lc (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/2)) (sleep 60) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_phantom_02/pilot) True) (cs_run_command_script bridge_phantom_02/pilot bridge_phantom_02b) (sleep_until (< (ai_living_count bridge_phantom_01) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot)) ) ) (script command bridge_ghostman_r (begin (cs_abort_on_alert True) (sleep_until (begin (begin_random (begin (cs_go_to bridge/b1) (sleep (random_range 30 90)) ) (begin (cs_go_to bridge/b2) (sleep (random_range 30 90)) ) (begin (cs_go_to bridge/b3) (sleep (random_range 30 90)) ) (begin (cs_go_to bridge/b4) (sleep (random_range 30 90)) ) (begin (cs_go_to bridge/b5) (sleep (random_range 30 90)) ) ) (> (ai_combat_status ai_current_actor) ai_combat_status_idle) )) (cs_enable_pathfinding_failsafe True) (cs_go_to bridge/r) (sleep 5) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/r) False) (sleep 5) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/r)) ) ) (script command bridge_ghostman_l (begin (cs_abort_on_alert True) (sleep_until (begin (begin_random (begin (cs_go_to bridge/a1) (sleep (random_range 30 90)) ) (begin (cs_go_to bridge/a2) (sleep (random_range 30 90)) ) (begin (cs_go_to bridge/a3) (sleep (random_range 30 90)) ) (begin (cs_go_to bridge/a4) (sleep (random_range 30 90)) ) ) (> (ai_combat_status ai_current_actor) ai_combat_status_idle) )) (cs_enable_pathfinding_failsafe True) (cs_go_to bridge/l) (sleep 5) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/l) False) (sleep 5) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/l)) ) ) (script dormant bridge_ghosts_by_phantom (begin (if (difficulty_heroic) (set bridge_vehicles_total 2)) (if (difficulty_legendary) (set bridge_vehicles_total 3)) (sleep_until (> (ai_combat_status bridge_enemies_bunker) ai_combat_status_idle)) (sleep_until (< (ai_living_count bridge_ghost_elites) 1) 30 300) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/l) False) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/r) False) (sleep_until (> (ai_living_count bridge_vehicles_all) 0) 30 450) (sleep_until (begin (sleep_until (or (< (ai_living_count bridge_vehicles_all) 1) (= (volume_test_objects vol_bridge_ghost_spawn (players)) True) (= (volume_test_objects vol_bridge_inside_bunker (players)) True))) (if (or (= (volume_test_objects vol_bridge_ghost_spawn (players)) True) (= (volume_test_objects vol_bridge_inside_bunker (players)) True)) (sleep_forever)) (if (> bridge_vehicles_total 0) (begin (game_save) (ai_place bridge_phantom_ghosts_01 1) )) (sleep (random_range 60 120)) (if (or (= (volume_test_objects vol_bridge_ghost_spawn (players)) True) (= (volume_test_objects vol_bridge_inside_bunker (players)) True)) (sleep_forever)) (if (> bridge_vehicles_total 0) (begin (game_save) (ai_place bridge_phantom_ghosts_01 1) )) (set bridge_vehicles_total (- bridge_vehicles_total 1)) (or (<= bridge_vehicles_total 0) (= (volume_test_objects vol_bridge_ghost_spawn (players)) True) (= (volume_test_objects vol_bridge_inside_bunker (players)) True)) )) (sleep_until (and (< (ai_living_count bridge_vehicles_all) 1) (< (ai_living_count bridge_bunker_turrets) 1))) (game_save_no_timeout) ) ) (script dormant bridge_activate_reminder (begin (sleep_until (= (volume_test_objects vol_bridge_inside_bunker (players)) True) 30 16000) (if (and (= (volume_test_objects vol_bridge_inside_bunker (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'get into that structure and find the controls to extend the bridge!'") (sleep (ai_play_line_on_object none 0470)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script dormant bridge_cortana_response (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'a sermon, actually. i've been listening to him since we landed.'") (print "cortana: 'so far it's the standard covenant liturgy,'") (print "cortana: 'but i'll translate if he says anything interesting.'") (sleep (ai_play_line_on_object none 0080)) (sleep 30) (ai_dialogue_enable True) ) ) (script command bridge_holo_comment (begin (set regret_ally_comment_go True) (cs_switch bridge_marine) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "marine: 'isn't that our target?'") (cs_play_line 0060) (sleep 30) (print "marine: 'what's he doing? giving a speech?'") (cs_play_line 0070) (wake bridge_cortana_response) ) ) (script dormant bunker_holo_looper (begin (object_create regret01) (objects_attach bunker_throne driver regret01 ) (ai_disregard regret01 True) (sleep_until (begin (begin_random (if (= bunker_holo_trans False) (begin (set bunker_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant1a True) (sleep (ai_play_line_on_object regret01 3000)) (sleep (random_range 240 480)) (set bunker_holo_chant False) )) (if (= bunker_holo_trans False) (begin (set bunker_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant2b True) (sleep (ai_play_line_on_object regret01 3001)) (sleep (random_range 240 480)) (set bunker_holo_chant False) )) (if (= bunker_holo_trans False) (begin (set bunker_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant2c True) (sleep (ai_play_line_on_object regret01 3002)) (sleep (random_range 240 480)) (set bunker_holo_chant False) )) (if (= bunker_holo_trans False) (begin (set bunker_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant3a True) (sleep (ai_play_line_on_object regret01 3003)) (sleep (random_range 240 480)) (set bunker_holo_chant False) )) (if (= bunker_holo_trans False) (begin (set bunker_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant3c True) (sleep (ai_play_line_on_object regret01 3004)) (sleep (random_range 240 480)) (set bunker_holo_chant False) )) (if (= bunker_holo_trans False) (begin (set bunker_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant5a True) (sleep (ai_play_line_on_object regret01 3005)) (sleep (random_range 240 480)) (set bunker_holo_chant False) )) (if (= bunker_holo_trans False) (begin (set bunker_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant6a True) (sleep (ai_play_line_on_object regret01 3006)) (sleep (random_range 240 480)) (set bunker_holo_chant False) )) ) False) ) ) ) (script dormant bridge_holo_translate (begin (sleep_until (and (< (ai_living_count bridge_enemies_bunker) 1) (= (volume_test_objects vol_bunker_upper_level (players)) True))) (sleep_until (or (< (ai_living_count all_allies) 1) (ai_scene bridge_holo_scene bridge_holo_comment all_allies)) 30 300) (sleep 30) (if (and (= regret_ally_comment_go False) (= (volume_test_objects vol_bunker_upper_level (players)) True)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'regret's giving a speech - a sermon to be exact.'") (print "'so far it's the standard covenant liturgy, but i'll translate if he says anything interesting.'") (sleep (ai_play_line_on_object none 2110)) (sleep 30) (ai_dialogue_enable True) )) (sleep_until (and (= (volume_test_objects vol_bunker_upper_level (players)) True) (< (ai_living_count bridge_enemies_bunker) 1))) (sleep 60) (set bunker_holo_trans True) (sleep_until (and (= (objects_can_see_object (players) regret01 30) True) (= (volume_test_objects vol_bunker_upper_level (players)) True) (= bunker_holo_chant False))) (ai_dialogue_enable False) (sleep 60) (custom_animation regret01 objects\characters\prophet\prophet regret_l05_0090_por True) (print "regret: 'the forerunners, our most exalted lords, used the seven sacred rings...'") (print "'...to flee a doomed existence - to escape their endless struggle against the flood!'") (sleep (ai_play_line_on_object regret01 0090)) (sleep 30) (custom_animation regret01 objects\characters\prophet\prophet regret_l05_0100_por True) (print "'long ago, the prophets and elites fought an equally fruitless war.'") (print "'indeed, i suspect we would still be at each other's throats had the prophets...'") (print "'...not found evidence of the forerunners and their great journey!'") (sleep (ai_play_line_on_object regret01 0100)) (sleep 30) (ai_dialogue_enable True) (sleep (random_range 240 480)) (set bunker_holo_trans False) ) ) (script command bridge_ally_comment (begin (cs_switch bridge_ally) (cs_enable_pathfinding_failsafe True) (set bridge_ally_comment_go True) (cs_abort_on_damage True) (print "ally: 'good. the bridge is down. now about those wraiths '") (cs_play_line 0490) ) ) (script dormant crack_spawn (begin (sleep_until (> (ai_combat_status bridge_enemies_bunker) ai_combat_status_idle)) (if (difficulty_heroic) (ai_place bridge_crack_jackals 1)) (if (difficulty_normal) (ai_place bridge_crack_jackals 2)) ) ) (script dormant bunker_turret_remanning (begin (sleep_until (begin (if (and (= (volume_test_objects vol_bridge_inside_bunker (players)) False) (> (player_count) 0) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_bunker_turrets/bunker_01) c_turret_ap_d (ai_actors all_enemies)) False) (> (object_get_health (ai_vehicle_get_from_starting_location bridge_bunker_turrets/bunker_01)) 0) (< (ai_living_count bunker_turret_remen) 1)) (begin (ai_place bunker_turret_remen/1) (sleep 5) (ai_vehicle_enter bunker_turret_remen (ai_vehicle_get_from_starting_location bridge_bunker_turrets/bunker_01)) )) (if (and (= (volume_test_objects vol_bridge_inside_bunker (players)) False) (> (player_count) 0) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_bunker_turrets/bunker_02) c_turret_ap_d (ai_actors all_enemies)) False) (> (object_get_health (ai_vehicle_get_from_starting_location bridge_bunker_turrets/bunker_02)) 0) (< (ai_living_count bunker_turret_remen) 1)) (begin (ai_place bunker_turret_remen/2) (sleep 5) (ai_vehicle_enter bunker_turret_remen (ai_vehicle_get_from_starting_location bridge_bunker_turrets/bunker_02)) )) (if (and (= (volume_test_objects vol_bridge_inside_bunker (players)) False) (> (player_count) 0) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_bunker_turrets/bunker_03) c_turret_ap_d (ai_actors all_enemies)) False) (> (object_get_health (ai_vehicle_get_from_starting_location bridge_bunker_turrets/bunker_03)) 0) (< (ai_living_count bunker_turret_remen) 1)) (begin (ai_place bunker_turret_remen/3) (sleep 5) (ai_vehicle_enter bunker_turret_remen (ai_vehicle_get_from_starting_location bridge_bunker_turrets/bunker_03)) )) (or (= (volume_test_objects vol_bridge_inside_bunker (players)) True) (> (ai_spawn_count bunker_turret_remen) 5)) )) ) ) (script dormant bunker_upper_spawn_01 (begin (sleep_until (or (= (volume_test_objects vol_bunker_front (players)) True) (< (ai_living_count bridge_enemies_bunker) 1))) (game_save) (if (< (ai_living_count bridge_bunker_elites) 2) (ai_place bridge_bunker_elites_01 1)) (ai_place bridge_bunker_grunts_01 (- (random_range 1 3) (ai_living_count bridge_bunker_grunts))) (sleep_until (or (= (volume_test_objects vol_bunker_front (players)) True) (< (ai_living_count bridge_enemies_bunker) 1))) (game_save) (if (and (< (ai_living_count bridge_enemies_bunker) 1) (= (volume_test_objects vol_bridge_inside_bunker (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count bridge_bunker_elites) 2) (ai_place bridge_bunker_elites_01 1)) (ai_place bridge_bunker_jackals_01 (- 2 (ai_living_count bridge_bunker_jackals))) )) (sleep_until (or (= (volume_test_objects vol_bunker_front (players)) True) (< (ai_living_count bridge_enemies_bunker) 1))) (game_save) (if (and (< (ai_living_count bridge_enemies_bunker) 1) (= (volume_test_objects vol_bridge_inside_bunker (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count bridge_bunker_elites) 2) (ai_place bridge_bunker_elites_01 (- 1 (ai_living_count bridge_bunker_elites)))) (ai_place bridge_bunker_jackals_01 (- 1 (ai_living_count bridge_bunker_jackals))) (ai_set_orders bridge_bunker_elites_01 bridge_bunker_in_upper_01) (ai_set_orders bridge_bunker_jackals_01 bridge_bunker_in_upper_01) )) ) ) (script dormant bunker_upper_spawn_03 (begin (sleep_until (or (= (volume_test_objects vol_bunker_upper_level (players)) True) (= (volume_test_objects vol_bunker_roof (players)) True) (= (volume_test_objects vol_bunker_spawnstop_01 (players)) True) (= (volume_test_objects vol_bunker_spawnstop_02 (players)) True) (= (volume_test_objects vol_bunker_spawnstop_03 (players)) True))) (game_save) (wake music_05a_03_start) (ai_place bridge_control_elites_01 1) (ai_place bridge_control_jackals_01 (random_range 0 3)) (ai_place bridge_control_grunts_01 (- 3 (ai_living_count bridge_control_jackals_01))) ) ) (script dormant bunker_lower_spawn_01 (begin (sleep_until (= (volume_test_objects vol_bunker_backdoor (players)) True)) (game_save) (if (< (ai_living_count bridge_bunker_elites) 2) (ai_place bridge_backdoor_elites_01 1)) (ai_place bridge_backdoor_grunts_01 (- (random_range 1 3) (ai_living_count bridge_bunker_grunts))) (sleep_until (or (= (volume_test_objects vol_bunker_backdoor (players)) True) (< (ai_living_count bridge_enemies_bunker) 1))) (game_save) (if (and (< (ai_living_count bridge_enemies_bunker) 1) (= (volume_test_objects vol_bunker_lower_level (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count bridge_bunker_elites) 2) (ai_place bridge_backdoor_elites_01 1)) (ai_place bridge_backdoor_jackals_01 (- 2 (ai_living_count bridge_bunker_jackals))) )) (sleep_until (or (= (volume_test_objects vol_bunker_backdoor (players)) True) (< (ai_living_count bridge_enemies_bunker) 1))) (game_save) (if (and (< (ai_living_count bridge_enemies_bunker) 1) (= (volume_test_objects vol_bunker_lower_level (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count bridge_bunker_elites) 2) (ai_place bridge_backdoor_elites_01 (- 1 (ai_living_count bridge_bunker_elites)))) (ai_place bridge_backdoor_jackals_01 (- 2 (ai_living_count bridge_bunker_jackals))) (ai_set_orders bridge_backdoor_elites_01 bridge_bunker_in_lower_02) (ai_set_orders bridge_backdoor_jackals_01 bridge_bunker_in_lower_02) )) ) ) (script dormant bunker_spawn_checker (begin (sleep_until (or (= (volume_test_objects vol_bunker_upper_level (players)) True) (= (volume_test_objects vol_bunker_spawnstop_01 (players)) True) (= (volume_test_objects vol_bunker_spawnstop_02 (players)) True) (= (volume_test_objects vol_bunker_spawnstop_03 (players)) True))) (sleep_forever bunker_upper_spawn_01) (sleep_forever bunker_lower_spawn_01) (sleep_forever bunker_turret_remanning) ) ) (script dormant bridge_pelican_wait (begin (sleep_until (or (= (volume_test_objects vol_bridge_middle (players)) True) (= (volume_test_objects vol_bridge_farside_all (players)) True))) (if (and (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player0) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_p (player0) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player1) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_p (player1) ) False)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'you don't want the tank? o-kay i guess we'll leave it for the others.'") (sleep (ai_play_line_on_object none 0510)) (sleep 30) (ai_dialogue_enable True) )) (wake music_05a_04_start) ) ) (script dormant bridge_cross_reminder (begin (sleep_until (= (volume_test_objects vol_bridge_farside_all (players)) True) 30 8000) (if (and (= (volume_test_objects vol_bridge_farside_all (players)) False) (> (ai_living_count bridge_farside_wraiths) 0) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'let's head across the bridge and deal with those wraiths.'") (sleep (ai_play_line_on_object none 0520)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script command banshee_boost (begin (cs_vehicle_boost True) (cs_enable_targeting True) (cs_shoot True) (cs_enable_moving True) (sleep_until (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 50)) ) ) (script dormant bridge_pelican_timer (begin (sleep 8000) (object_destroy (ai_vehicle_get_from_starting_location bridge_pelican/pilot)) ) ) (script command gimme_tank (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by bridge_airspace/pel0 50) (cs_fly_by bridge_airspace/pel1 50) (cs_fly_by bridge_airspace/pel2 50) (cs_fly_by bridge_airspace/pel3 50) (cs_fly_by bridge_airspace/pel4 20) (set bridge_pelican_in_sight True) (cs_vehicle_boost False) (ai_set_orders bridge_pelican_chasers bridge_air) (cs_fly_to bridge_airspace/pel4too 3) (cs_vehicle_speed 0.5) (cs_fly_to bridge_airspace/pel6 3) (cs_fly_to_and_face bridge_airspace/pel6 bridge_airspace/pel5 1) (cs_fly_to_and_face bridge_airspace/pel7 bridge_airspace/pel5 1) (sleep_until (and (= (volume_test_objects vol_bridge_tank (players)) False) (= (volume_test_objects vol_bridge_tank (ai_actors all_allies)) False) (> (player_count) 0))) (vehicle_unload (ai_vehicle_get_from_starting_location bridge_pelican/pilot) pelican_lc) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location bridge_pelican/pilot) pelican_p) (set bridge_pelican_arrived True) (wake bridge_pelican_timer) (sleep_until (< (ai_living_count bridge_pelican) 4)) (cs_vehicle_speed 0.5) (cs_fly_to bridge_airspace/pel6 2) (cs_vehicle_boost True) (cs_vehicle_speed 1) (cs_fly_by bridge_airspace/pel4 10) (cs_fly_by bridge_airspace/pel1 20) (cs_fly_by bridge_airspace/pel0 20) (cs_fly_by bridge_airspace/pelx 20) (ai_erase bridge_pelican) ) ) (script dormant bridge_pelican_run (begin (ai_place allies_bridge_pelican (- 2 (ai_living_count all_allies))) (ai_place bridge_pelican) (ai_place bridge_tank) (object_cannot_take_damage (ai_vehicle_get_from_starting_location bridge_pelican/pilot)) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_pelican/pilot) pelican_p (ai_actors allies_bridge_pelican)) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_pelican/pilot) pelican_lc (ai_vehicle_get_from_starting_location bridge_tank/driver)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_pelican/pilot) True) (ai_vehicle_reserve_seat (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d True) (cs_run_command_script bridge_pelican/pilot gimme_tank) ) ) (script static short_bridge_pel (begin (ai_place allies_bridge_pelican (- 2 (ai_living_count all_allies))) (ai_place bridge_pelican) (ai_place bridge_tank) (object_cannot_take_damage (ai_vehicle_get_from_starting_location bridge_pelican/pilot)) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_pelican/pilot) pelican_p (ai_actors allies_bridge_pelican)) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_pelican/pilot) pelican_lc (ai_vehicle_get_from_starting_location bridge_tank/driver)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_pelican/pilot) True) (cs_run_command_script bridge_pelican/pilot gimme_tank) ) ) (script dormant bridge_banshee_spawn (begin (sleep_until (or (< (ai_living_count bridge_farside_wraiths) 1) (= (volume_test_objects vol_winding_path (players)) True))) (if (= (volume_test_objects vol_winding_path (players)) True) (sleep_forever)) (if (and (= (volume_test_objects vol_winding_path (players)) False) (or (difficulty_normal) (difficulty_heroic))) (begin (ai_place bridge_banshees 1) (cs_run_command_script bridge_banshees banshee_boost) )) (if (and (difficulty_legendary) (= (volume_test_objects vol_winding_path (players)) False)) (begin (ai_place bridge_banshees 2) (cs_run_command_script bridge_banshees banshee_boost) )) (sleep_until (or (< (ai_living_count bridge_banshees) 1) (= (volume_test_objects vol_winding_path (players)) True))) (if (= (volume_test_objects vol_winding_path (players)) True) (sleep_forever)) (if (and (= (volume_test_objects vol_winding_path (players)) False) (or (difficulty_normal) (difficulty_heroic))) (begin (ai_place bridge_banshees 1) (cs_run_command_script bridge_banshees banshee_boost) )) (if (and (difficulty_legendary) (= (volume_test_objects vol_winding_path (players)) False)) (begin (ai_place bridge_banshees 2) (cs_run_command_script bridge_banshees banshee_boost) )) ) ) (script dormant farside_ghosts_spawn (begin (sleep_until (and (= (volume_test_objects vol_bridge_middle (players)) True) (= (device_get_position da_bridge) 0))) (ai_place bridge_farside_ghosts 2) (sleep_until (or (= (volume_test_objects vol_winding_path (players)) True) (< (ai_living_count bridge_farside_ghosts) 1))) (if (and (= (volume_test_objects vol_winding_path (players)) False) (> (player_count) 0) (< (ai_living_count bridge_farside_ghosts) 1)) (ai_place bridge_farside_ghosts 2)) ) ) (script dormant bridge_spare_ghost_spawn (begin (sleep_until (begin (if (and (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/1)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/2)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/3)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/4)) 1) (= (objects_can_see_flag (players) extra_ghost_01 45) False) (> (objects_distance_to_flag (players) extra_ghost_01) 5)) (ai_place bridge_free_ghost/1)) (if (and (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/1)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/2)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/3)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/4)) 1) (= (objects_can_see_flag (players) extra_ghost_02 45) False) (> (objects_distance_to_flag (players) extra_ghost_02) 5)) (ai_place bridge_free_ghost/2)) (if (and (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/1)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/2)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/3)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/4)) 1) (= (objects_can_see_flag (players) extra_ghost_03 45) False) (> (objects_distance_to_flag (players) extra_ghost_03) 5)) (ai_place bridge_free_ghost/3)) (if (and (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/1)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/2)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/3)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/4)) 1) (= (objects_can_see_flag (players) extra_ghost_04 45) False) (> (objects_distance_to_flag (players) extra_ghost_04) 5)) (ai_place bridge_free_ghost/4)) (or (> (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/1)) 0) (> (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/2)) 0) (> (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/3)) 0) (> (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/4)) 0)) )) ) ) (script command bridge_wraith_engage (begin (cs_abort_on_damage True) (cs_go_to bridge/p0) (cs_enable_moving True) (cs_enable_targeting True) (cs_shoot True (ai_vehicle_get_from_starting_location lz_warthog_01/driver)) (sleep_until (>= (ai_combat_status ai_current_actor) ai_combat_status_visible)) ) ) (script dormant bridges_start (begin (device_set_position_immediate da_bridge 0.5) (device_set_position real_bridge 1) (object_create waterfall_far) (object_create waterfall_close) (wake bunker_holo_looper) (ai_place bridge_bunker_ghosts) (ai_place bridge_ghost_elites 2) (cs_run_command_script bridge_ghost_elites/r bridge_ghostman_r) (cs_run_command_script bridge_ghost_elites/l bridge_ghostman_l) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/l) True) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/r) True) (sleep 15) (if (difficulty_legendary) (ai_place bridge_bunker_turrets 4)) (if (difficulty_heroic) (ai_place bridge_bunker_turrets 3)) (if (difficulty_normal) (ai_place bridge_bunker_turrets 2)) (cs_run_command_script bridge_bunker_turrets stay_shooting) (sleep 15) (wake crack_spawn) (wake bunker_upper_spawn_03) (wake bunker_spawn_checker) (wake bridge_ghosts_by_phantom) (wake bunker_turret_remanning) (sleep_until (= (volume_test_objects vol_bridge_pause (players)) True)) (data_mine_set_mission_segment "05a_3_bridge") (wake music_05a_02_stop) (device_set_position da_bridge 1) (sleep 60) (wake bridge_cortana_comment) (wake bridge_activate_reminder) (device_group_change_only_once_more_set da_bridge True) (sleep_until (= (volume_test_objects vol_bridge_engage (players)) True)) (ai_place bridge_farside_wraiths 1) (cs_run_command_script bridge_farside_wraiths bridge_wraith_engage) (wake bridge_wraith_warning) (sleep_until (= (volume_test_objects vol_bridge_inside_bunker (players)) True)) (sleep_forever bridge_ghosts_by_phantom) (sleep_until (begin (set bridge_state (device_get_position da_bridge)) (sleep 15) (< (device_get_position da_bridge) bridge_state) )) (wake music_05a_03_stop) (wake bridge_pelican_run) (wake lights) (ai_set_orders all_allies bridge_tank_wait) (game_save) (wake farside_ghosts_spawn) (if (or (difficulty_legendary) (difficulty_heroic)) (ai_place bridge_farside_wraiths (- 2 (ai_living_count bridge_farside_wraiths))) (ai_place bridge_farside_wraiths (- 1 (ai_living_count bridge_farside_wraiths)))) (wake bridge_cross_reminder) (sleep_until (or (ai_scene bridge_ally_scene bridge_ally_comment all_allies) (< (ai_living_count bridge_allies) 1)) 30 150) (sleep 150) (if (= bridge_ally_comment_go False) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'good. the bridge is down. now about those wraiths '") (sleep (ai_play_line_on_object none 2040)) )) (ai_dialogue_enable False) (sleep 60) (print "johnson: 'roger that, marine. armor's on the way!'") (sleep (ai_play_line_on_object none 0500)) (sleep 30) (ai_dialogue_enable True) (game_save) (wake bridge_holo_translate) (wake bridge_pelican_wait) (sleep_until (= (device_get_position da_bridge) 0)) (device_set_position real_bridge 0) (sleep_until (= bridge_pelican_arrived True)) (wake bridge_banshee_spawn) (wake bridge_spare_ghost_spawn) (sleep_until (or (and (= (volume_test_objects vol_bridge_all (players)) False) (> (player_count) 0)) (and (or (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_p (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/r) ghost_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/l) ghost_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_01/1) ghost_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_01/2) ghost_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/1) ghost_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/2) ghost_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_farside_ghosts/1) ghost_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_farside_ghosts/2) ghost_d (player0) )) (or (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_p (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/l) ghost_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/r) ghost_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_01/1) ghost_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_01/2) ghost_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/1) ghost_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/2) ghost_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_farside_ghosts/1) ghost_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_farside_ghosts/2) ghost_d (player1) ) (= (game_is_cooperative) False))))) (sleep 120) (game_save) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_tank/driver) False) (if (or (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player1) )) (wake music_05a_04_start)) ) ) (script dormant waterfall_toggle (begin (sleep_until (begin (sleep_until (= (volume_test_objects vol_waterfall_off (players)) True)) (object_destroy waterfall_far) (object_destroy waterfall_close) (sleep_until (= (volume_test_objects vol_waterfall_on (players)) True)) (object_create waterfall_far) (object_create waterfall_close) False) ) ) ) (script command w_path_turret_0 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to w_path_turrets/go_p0) (cs_deploy_turret w_path_turrets/p0) ) ) (script command w_path_turret_1 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to w_path_turrets/go_p1) (cs_deploy_turret w_path_turrets/p1) ) ) (script command w_path_turret_2 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to w_path_turrets/go_p2) (cs_deploy_turret w_path_turrets/p2) ) ) (script dormant w_path_turret_deploy (begin (if (difficulty_legendary) (set w_path_turret_count 3)) (if (difficulty_heroic) (set w_path_turret_count 2)) (begin_random (if (> w_path_turret_count 0) (begin (ai_place w_path_heavies/0) (cs_run_command_script w_path_heavies/0 w_path_turret_0) (set w_path_turret_count (- w_path_turret_count 1)) )) (if (> w_path_turret_count 0) (begin (ai_place w_path_heavies/1) (cs_run_command_script w_path_heavies/1 w_path_turret_1) (set w_path_turret_count (- w_path_turret_count 1)) )) (if (> w_path_turret_count 2) (begin (ai_place w_path_heavies/2) (cs_run_command_script w_path_heavies/0 w_path_turret_2) (set w_path_turret_count (- w_path_turret_count 1)) )) ) ) ) (script command throw_grenade (begin (cs_enable_moving True) (cs_enable_targeting True) (cs_shoot True) (sleep_until (>= (ai_combat_status ai_current_actor) ai_combat_status_clear_los)) (cs_grenade w_path_turrets/p3 1) ) ) (script dormant winding_path_start (begin (ai_disposable overlook_jackals True) (ai_disposable bridge_enemies_all True) (data_mine_set_mission_segment "05a_4_winding_path") (game_save) (wake waterfall_toggle) (ai_place w_path_free_ghost 1) (if (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) (players)) False) (set w_path_spawn_count 3)) (sleep_until (begin (sleep_until (or (< (ai_living_count winding_path_ghosts) 1) (= (volume_test_objects vol_winding_path_mid_01 (players)) True))) (if (and (= (volume_test_objects vol_winding_path_mid_01 (players)) False) (> (player_count) 0)) (ai_place winding_path_ghosts_01 1)) (sleep_until (= (volume_test_objects vol_winding_path_mid_01 (players)) True) 30 (random_range 30 90)) (if (and (= (volume_test_objects vol_winding_path_mid_01 (players)) False) (> (player_count) 0)) (ai_place winding_path_ghosts_01 1)) (or (= (volume_test_objects vol_winding_path_mid_01 (players)) True) (> (ai_spawn_count winding_path_ghosts_01) w_path_spawn_count)) )) (sleep_until (= (volume_test_objects vol_winding_path_mid_02 (players)) True)) (game_save) (if (< (ai_living_count winding_path_enemies) 6) (ai_place winding_path_grunts 4)) (wake w_path_turret_deploy) (sleep_until (begin (sleep_until (or (< (ai_living_count winding_path_ghosts) 1) (= (volume_test_objects vol_waterfall_on (players)) True))) (if (and (= (volume_test_objects vol_waterfall_on (players)) False) (> (player_count) 0)) (ai_place winding_path_ghosts_02 1)) (sleep_until (= (volume_test_objects vol_waterfall_on (players)) True) 30 (random_range 30 90)) (if (and (= (volume_test_objects vol_waterfall_on (players)) False) (> (player_count) 0)) (ai_place winding_path_ghosts_02 1)) (or (= (volume_test_objects vol_waterfall_on (players)) True) (> (ai_spawn_count winding_path_ghosts_02) w_path_spawn_count)) )) (game_save) (if (< (ai_living_count winding_path_enemies) 6) (ai_place winding_path_jackals 3)) (if (< (ai_living_count winding_path_enemies) 6) (ai_place winding_path_ledge_grunts 3)) (cs_run_command_script winding_path_ledge_grunts throw_grenade) (sleep_until (and (< (ai_living_count winding_path_ghosts) 1) (< (ai_living_count winding_path_grunts) 1) (< (ai_living_count winding_path_jackals) 1))) (game_save) ) ) (script dormant temple_ent_turret_spawn (begin (if (difficulty_legendary) (set temple_ent_near_turret 3) (set temple_ent_far_turret 3)) (if (difficulty_heroic) (set temple_ent_near_turret 2) (set temple_ent_far_turret 2)) (begin_random (if (> temple_ent_near_turret 0) (begin (ai_place temple_ent_turrets_01/1) (set temple_ent_near_turret (- temple_ent_near_turret 1)) )) (if (> temple_ent_near_turret 0) (begin (ai_place temple_ent_turrets_01/2) (set temple_ent_near_turret (- temple_ent_near_turret 1)) )) (if (> temple_ent_near_turret 0) (begin (ai_place temple_ent_turrets_02/1) (set temple_ent_near_turret (- temple_ent_near_turret 1)) )) (if (> temple_ent_near_turret 0) (begin (ai_place temple_ent_turrets_02/2) (set temple_ent_near_turret (- temple_ent_near_turret 1)) )) ) (begin_random (if (> temple_ent_far_turret 0) (begin (ai_place temple_ent_turrets_03/1) (set temple_ent_far_turret (- temple_ent_far_turret 1)) )) (if (> temple_ent_far_turret 0) (begin (ai_place temple_ent_turrets_03/2) (set temple_ent_far_turret (- temple_ent_far_turret 1)) )) (if (> temple_ent_far_turret 0) (begin (ai_place temple_ent_turrets_04/1) (set temple_ent_far_turret (- temple_ent_far_turret 1)) )) (if (> temple_ent_far_turret 0) (begin (ai_place temple_ent_turrets_04/2) (set temple_ent_far_turret (- temple_ent_far_turret 1)) )) ) ) ) (script command temple_ent_ghostman_r (begin (cs_go_to_vehicle (ai_vehicle_get_from_starting_location temple_ent_ghosts_01/r)) ) ) (script command temple_ent_ghostman_l (begin (cs_go_to_vehicle (ai_vehicle_get_from_starting_location temple_ent_ghosts_01/l)) ) ) (script dormant temple_ent_ghost_alert (begin (sleep_until (or (> (ai_combat_status temple_ent_elites_01r) ai_combat_status_idle) (> (ai_combat_status temple_ent_elites_01l) ai_combat_status_idle))) (cs_run_command_script temple_ent_elites_01r temple_ent_ghostman_r) (cs_run_command_script temple_ent_elites_01l temple_ent_ghostman_l) ) ) (script dormant temple_ent_veh_spawn (begin (if (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) (players)) False) (set temple_ent_spawn_count 3)) (sleep_until (or (and (< (ai_living_count temple_ent_elites_02r) 1) (< (ai_living_count temple_ent_elites_02l) 1) (< (ai_living_count temple_ent_ghosts_01) 1)) (and (<= (object_get_health (ai_vehicle_get_from_starting_location temple_ent_ghosts_01/r)) 0) (<= (object_get_health (ai_vehicle_get_from_starting_location temple_ent_ghosts_01/l)) 0)) (= (volume_test_objects vol_temple_ent_02 (players)) True) (= (volume_test_objects vol_temple_ent_03 (players)) True)) 30 900) (sleep_until (begin (sleep_until (or (< (ai_living_count temple_ent_ghosts) 1) (= (volume_test_objects vol_temple_ent_02 (players)) True))) (game_save) (if (= (volume_test_objects vol_temple_ent_02 (players)) False) (ai_place temple_ent_ghosts_02 (- 2 (ai_living_count temple_ent_ghosts)))) (sleep_until (= (volume_test_objects vol_temple_ent_02 (players)) True) 30 (random_range 30 90)) (if (= (volume_test_objects vol_temple_ent_02 (players)) False) (ai_place temple_ent_ghosts_02 (- 2 (ai_living_count temple_ent_ghosts)))) (or (> (ai_spawn_count temple_ent_ghosts_02) temple_ent_spawn_count) (= (volume_test_objects vol_temple_ent_02 (players)) True) (= (volume_test_objects vol_temple_ent_03 (players)) True)) )) (sleep_until (begin (sleep_until (or (< (ai_living_count temple_ent_ghosts) 1) (= (volume_test_objects vol_temple_ent_03 (players)) True))) (game_save) (if (= (volume_test_objects vol_temple_ent_03 (players)) False) (ai_place temple_ent_ghosts_02 (- 2 (ai_living_count temple_ent_ghosts)))) (sleep_until (= (volume_test_objects vol_temple_ent_03 (players)) True) 30 (random_range 30 90)) (if (= (volume_test_objects vol_temple_ent_03 (players)) False) (ai_place temple_ent_ghosts_02 (- 2 (ai_living_count temple_ent_ghosts)))) (or (> (ai_spawn_count temple_ent_ghosts_02) (- (* temple_ent_spawn_count 2) 1)) (= (volume_test_objects vol_temple_ent_03 (players)) True)) )) ) ) (script command back_home_comment (begin (cs_switch ally01) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "ally: 'kinda reminds me of back home '") (cs_play_line 0530) (cs_switch ally02) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "ally: 'yeah. too bad we're blowing it the hell up!'") (cs_play_line 0540) ) ) (script dormant temple_ent_reminder (begin (sleep_until (= (volume_test_objects vol_tunnel_01 (players)) True) 30 8000) (if (and (= (volume_test_objects vol_tunnel_01 (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'let's push on. we need to find a an access point to those structures in the lake.'") (sleep (ai_play_line_on_object none 0580)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script dormant old_temple_entrance_start (begin (sleep_until (= (volume_test_objects vol_temple_entrance (players)) True)) (ai_disposable winding_path_enemies True) (data_mine_set_mission_segment "05a_5_temple_entrance") (game_save) (wake 05a_title1) (wake music_05a_04_start_alt) (wake temple_ent_turret_spawn) (ai_place temple_ent_elites_01l 1) (ai_place temple_ent_elites_01r 1) (if (difficulty_heroic) (begin (ai_place temple_ent_jackals_01l 1) (ai_place temple_ent_jackals_01r 1) )) (if (difficulty_normal) (begin (ai_place temple_ent_jackals_01l 2) (ai_place temple_ent_jackals_01r 2) )) (ai_place temple_ent_ghosts_01 2) (wake temple_ent_ghost_alert) (sleep_until (or (< (ai_living_count temple_ent_turrets_near) 1) (< (ai_living_count temple_ent_enemies_all) 4) (= (volume_test_objects vol_temple_ent_01 (players)) True))) (game_save) (if (< (ai_living_count temple_ent_enemies_all) 8) (ai_place temple_ent_elites_02r (- 1 (ai_living_count temple_ent_elites_01r)))) (if (< (ai_living_count temple_ent_enemies_all) 8) (ai_place temple_ent_elites_02l (- 1 (ai_living_count temple_ent_elites_01l)))) (wake temple_ent_veh_spawn) (set temple_ent_phase_01 True) (sleep_until (or (< (ai_living_count temple_ent_enemies_all) 4) (= (volume_test_objects vol_temple_ent_02 (players)) True))) (game_save) (if (< (ai_living_count temple_ent_enemies_all) 8) (ai_place temple_ent_jackals_02c 2)) (if (and (> (object_get_health (ai_vehicle_get_from_starting_location temple_ent_turrets_03/1)) 0) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location temple_ent_turrets_03/1) (ai_actors all_enemies)) False) (< (ai_living_count temple_ent_enemies_all) 8)) (ai_place temple_ent_grunts_01l 1)) (if (and (> (object_get_health (ai_vehicle_get_from_starting_location temple_ent_turrets_03/2)) 0) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location temple_ent_turrets_03/2) (ai_actors all_enemies)) False) (< (ai_living_count temple_ent_enemies_all) 8)) (ai_place temple_ent_grunts_01l 1)) (if (and (> (object_get_health (ai_vehicle_get_from_starting_location temple_ent_turrets_04/1)) 0) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location temple_ent_turrets_04/1) (ai_actors all_enemies)) False) (< (ai_living_count temple_ent_enemies_all) 8)) (ai_place temple_ent_grunts_01r 1)) (if (and (> (object_get_health (ai_vehicle_get_from_starting_location temple_ent_turrets_04/2)) 0) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location temple_ent_turrets_04/2) (ai_actors all_enemies)) False) (< (ai_living_count temple_ent_enemies_all) 8)) (ai_place temple_ent_grunts_01r 1)) (set temple_ent_phase_02 True) (sleep_until (or (< (ai_living_count temple_ent_enemies_all) 1) (= (volume_test_objects vol_temple_ent_03 (players)) True))) (game_save) (ai_set_orders temple_ent_ghosts temple_ent_back_02) (wake temple_ent_reminder) (sleep_until (or (< (ai_living_count temple_ent_enemies_all) 1) (= (volume_test_objects vol_tunnel_01 (players)) True))) (game_save) (sleep_until (or (< (ai_living_count all_allies) 1) (ai_scene temple_ent_scene back_home_comment all_allies)) 30 300) ) ) (script dormant temple_ent_arch (begin (sleep_until (or (= (ai_trigger_test "done_fighting" tunnel_enemies_all) True) (= (volume_test_objects vol_old_temple_near_left (players)) True))) (sleep_until (= (volume_test_objects vol_old_temple_near_left (players)) True) 30 450) (if (and (= (volume_test_objects vol_old_temple_near_left (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'these structures seem forerunner,'") (print "'but they're much older than anything we ever found on the first halo.'") (sleep (ai_play_line_on_object none 0570)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script command old_temple_structure_comment (begin (set structure_comment_go True) (cs_switch ally) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "ally: 'careful, we're coming-up on another structure!'") (cs_play_line 0600) ) ) (script command tunnel_turret_0 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to tunnel_turrets/go_p0) (cs_deploy_turret tunnel_turrets/p0) ) ) (script command tunnel_turret_1 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to tunnel_turrets/go_p1) (cs_deploy_turret tunnel_turrets/p1) ) ) (script command tunnel_turret_2 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to tunnel_turrets/go_p2) (cs_deploy_turret tunnel_turrets/p2) ) ) (script command tunnel_turret_3 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to tunnel_turrets/go_p3) (cs_deploy_turret tunnel_turrets/p3) ) ) (script dormant tunnel_start (begin (ai_disposable temple_ent_enemies_all True) (data_mine_set_mission_segment "05a_6_tunnel") (game_save) (if (< (ai_living_count tunnel_enemies_all) 6) (ai_place tunnel_grunts 2)) (if (< (ai_living_count tunnel_enemies_all) 6) (ai_place tunnel_heavies_01 2)) (cs_run_command_script tunnel_heavies_01/0 tunnel_turret_0) (cs_run_command_script tunnel_heavies_01/1 tunnel_turret_1) (ai_place tunnel_ghosts_01 (- 2 (ai_living_count temple_ent_ghosts))) (sleep_until (= (volume_test_objects vol_tunnel_02 (players)) True) 30 (random_range 30 90)) (if (= (volume_test_objects vol_tunnel_02 (players)) False) (ai_place tunnel_ghosts_01 (- 2 (ai_living_count temple_ent_ghosts)))) (sleep_until (= (volume_test_objects vol_tunnel_02 (players)) True)) (game_save) (if (< (ai_living_count tunnel_enemies_all) 6) (ai_place tunnel_jackals 2)) (if (< (ai_living_count tunnel_enemies_all) 6) (ai_place tunnel_heavies_02 2)) (cs_run_command_script tunnel_heavies_02/2 tunnel_turret_2) (cs_run_command_script tunnel_heavies_02/3 tunnel_turret_3) (ai_migrate temple_ent_ghosts tunnel_ghosts_02) (ai_migrate tunnel_ghosts_01 tunnel_ghosts_02) (ai_place tunnel_ghosts_02 (- 2 (ai_living_count tunnel_ghosts))) (sleep_until (= (volume_test_objects vol_tunnel_03 (players)) True) 30 (random_range 30 90)) (if (= (volume_test_objects vol_tunnel_02 (players)) False) (ai_place tunnel_ghosts_02 (- 2 (ai_living_count tunnel_ghosts)))) (sleep_until (or (= (volume_test_objects vol_tunnel_03 (players)) True) (and (< (ai_living_count tunnel_ghosts) 1) (< (ai_living_count tunnel_infantry) 1)))) (game_save) (sleep_until (or (ai_scene old_temple_scene old_temple_structure_comment all_allies) (< (ai_living_count all_allies) 1)) 30 150) (sleep 30) (if (= structure_comment_go False) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'careful, we're coming-up on another structure!'") (sleep (ai_play_line_on_object none 2060)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script dormant arbiter_envy (begin (sleep_until (= (volume_test_objects vol_arbiter_envy (players)) True)) (object_create envy) (ai_place envy_elites) (ai_set_active_camo envy_elites True) (cs_run_command_script envy_elites forever_pause) (custom_animation_loop (unit (list_get (ai_actors envy_elites) 0)) objects\characters\elite\elite combat:rifle:berserk True) (custom_animation_loop (unit (list_get (ai_actors envy_elites) 1)) objects\characters\elite\elite combat:rifle:berserk True) (sleep_until (or (unit_has_weapon (unit (player0) ) objects\weapons\multiplayer\ball\head_sp.weapon) (unit_has_weapon (unit (player1) ) objects\weapons\multiplayer\ball\head_sp.weapon))) (ice_cream_flavor_stock 0) ) ) (script command old_temple_pelican_comment (begin (cs_switch ally) (cs_abort_on_damage True) (print "ally: 'got a pelican coming in!'") (cs_play_line 0620) (sleep 30) (print "ally: 'let's clear an lz!'") (cs_play_line 0630) (set old_temple_pel_comment_go True) ) ) (script dormant old_temple_pelican_timer (begin (sleep 8000) (object_destroy (ai_vehicle_get_from_starting_location old_temple_pelican/pilot)) ) ) (script command old_temple_pelican_arrives (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by old_temple_airspace/pel0 20) (cs_fly_by old_temple_airspace/pel1 20) (cs_vehicle_boost False) (cs_fly_by old_temple_airspace/pel2 20) (cs_fly_to old_temple_airspace/pel3 10) (cs_vehicle_speed 0.5) (cs_fly_to old_temple_airspace/pel4 5) (set old_temple_bombs_away True) (cs_fly_to_and_face old_temple_airspace/pel4 old_temple_airspace/p0 1) (ai_place allies_old_temple_pelican (- 4 (ai_living_count all_allies))) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temple_pelican/pilot) pelican_p (ai_actors allies_old_temple_pelican)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location old_temple_pelican/pilot) True) (cs_fly_to old_temple_airspace/pel5 1) (vehicle_unload (ai_vehicle_get_from_starting_location old_temple_pelican/pilot) pelican_p) (sleep_until (or (= (volume_test_objects vol_old_temple_center_01 (players)) True) (= (volume_test_objects vol_old_temple_center_03 (players)) True) (= (volume_test_objects vol_old_temple_center_05 (players)) True))) (sleep 90) (wake old_temple_pelican_timer) (cs_vehicle_speed 1) (cs_fly_to old_temple_airspace/pel4 2) (cs_fly_by old_temple_airspace/pel3 5) (cs_fly_by old_temple_airspace/pel2 5) (cs_vehicle_boost True) (cs_fly_by old_temple_airspace/pel1 20) (cs_fly_by old_temple_airspace/pel0 20) (ai_erase old_temple_pelican) ) ) (script dormant old_temple_pelican (begin (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 5)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 5) 45) False)) (object_destroy (list_get (ai_actors all_allies) 5))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 4)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 4) 45) False)) (object_destroy (list_get (ai_actors all_allies) 4))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 3)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 3) 45) False)) (object_destroy (list_get (ai_actors all_allies) 3))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 2)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 2) 45) False)) (object_destroy (list_get (ai_actors all_allies) 2))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 1)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 1) 45) False)) (object_destroy (list_get (ai_actors all_allies) 1))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 0)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 0) 45) False)) (object_destroy (list_get (ai_actors all_allies) 0))) (sleep 5) (sleep_until (< (ai_living_count old_temple_phantom) 1)) (ai_place old_temple_pelican) (object_cannot_take_damage (ai_vehicle_get_from_starting_location old_temple_pelican/pilot)) (object_create_anew rack) (objects_attach (ai_vehicle_get_from_starting_location old_temple_pelican/pilot) pelican_sc_01 rack pin) (object_create_anew bomb01) (objects_attach rack rack01 bomb01 pin) (object_create_anew bomb02) (objects_attach rack rack02 bomb02 pin) (object_create_anew bomb03) (objects_attach rack rack03 bomb03 pin) (object_create_anew bomb04) (objects_attach rack rack04 bomb04 pin) (object_create_anew bomb05) (objects_attach rack rack05 bomb05 pin) (object_create_anew bomb06) (objects_attach rack rack06 bomb06 pin) (cs_run_command_script old_temple_pelican/pilot old_temple_pelican_arrives) (sleep_until (= old_temple_bombs_away True)) (begin_random (begin (objects_detach rack bomb01) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb02) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb03) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb04) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb05) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb06) (sleep (random_range 10 30)) ) ) ) ) (script static short_old_temple_pel (begin (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 5)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 5) 45) False)) (object_destroy (list_get (ai_actors all_allies) 5))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 4)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 4) 45) False)) (object_destroy (list_get (ai_actors all_allies) 4))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 3)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 3) 45) False)) (object_destroy (list_get (ai_actors all_allies) 3))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 2)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 2) 45) False)) (object_destroy (list_get (ai_actors all_allies) 2))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 1)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 1) 45) False)) (object_destroy (list_get (ai_actors all_allies) 1))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 0)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 0) 45) False)) (object_destroy (list_get (ai_actors all_allies) 0))) (sleep 5) (ai_place allies_old_temple_pelican 4) (ai_place old_temple_pelican) (object_cannot_take_damage (ai_vehicle_get_from_starting_location old_temple_pelican/pilot)) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temple_pelican/pilot) pelican_p (ai_actors allies_old_temple_pelican)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location old_temple_pelican/pilot) True) (object_create_anew rack) (objects_attach (ai_vehicle_get_from_starting_location old_temple_pelican/pilot) pelican_sc_01 rack pin) (object_create_anew bomb01) (objects_attach rack rack01 bomb01 pin) (object_create_anew bomb02) (objects_attach rack rack02 bomb02 pin) (object_create_anew bomb03) (objects_attach rack rack03 bomb03 pin) (object_create_anew bomb04) (objects_attach rack rack04 bomb04 pin) (object_create_anew bomb05) (objects_attach rack rack05 bomb05 pin) (object_create_anew bomb06) (objects_attach rack rack06 bomb06 pin) (cs_run_command_script old_temple_pelican/pilot old_temple_pelican_arrives) (sleep_until (= old_temple_bombs_away True)) (begin_random (begin (objects_detach rack bomb01) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb02) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb03) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb04) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb05) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb06) (sleep (random_range 10 30)) ) ) ) ) (script command old_temple_ph_01_arrives (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by old_temple_airspace/ph0 20) (cs_fly_by old_temple_airspace/ph1 20) (cs_vehicle_boost False) (cs_fly_by old_temple_airspace/ph2 20) (cs_fly_to old_temple_airspace/ph3a 3) (cs_vehicle_speed 0.5) (cs_fly_to old_temple_airspace/ph3a 1) (cs_fly_to old_temple_airspace/ph4a 1) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location old_temple_phantom/pilot) phantom_lc) (sleep_until (< (ai_living_count old_temple_phantom) 2) 30 900) (cs_fly_to_and_face old_temple_airspace/ph3a old_temple_airspace/ph2 1) (cs_vehicle_speed 1) (cs_fly_by old_temple_airspace/ph2 5) (cs_fly_by old_temple_airspace/ph1 5) (cs_vehicle_boost True) (cs_fly_by old_temple_airspace/ph0 20) (cs_fly_to old_temple_airspace/phx 20) (ai_erase old_temple_phantom) ) ) (script command old_temple_ph_02_arrives (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by old_temple_airspace/ph0 20) (cs_fly_by old_temple_airspace/ph1 20) (cs_vehicle_boost False) (cs_fly_by old_temple_airspace/ph2 20) (cs_fly_to old_temple_airspace/ph3b 3) (cs_vehicle_speed 0.5) (cs_fly_to_and_face old_temple_airspace/ph3b old_temple_airspace/ph1 1) (cs_fly_to old_temple_airspace/ph4b 1) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location old_temple_phantom/pilot) phantom_lc) (sleep_until (< (ai_living_count old_temple_phantom) 2) 30 900) (cs_fly_to old_temple_airspace/ph3b 1) (cs_vehicle_speed 1) (cs_fly_to_and_face old_temple_airspace/ph2 old_temple_airspace/ph1 1) (cs_fly_by old_temple_airspace/ph2 5) (cs_fly_by old_temple_airspace/ph1 5) (cs_vehicle_boost True) (cs_fly_by old_temple_airspace/ph0 20) (cs_fly_to old_temple_airspace/phx 20) (ai_erase old_temple_phantom) ) ) (script command old_temple_ph_04_arrives (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by old_temple_airspace/ph0 20) (cs_fly_by old_temple_airspace/ph1 20) (cs_vehicle_boost False) (cs_fly_by old_temple_airspace/ph2 20) (cs_fly_to old_temple_airspace/ph3c 5) (cs_vehicle_speed 0.5) (cs_fly_to_and_face old_temple_airspace/ph3c old_temple_airspace/p2 1) (cs_vehicle_speed 1) (cs_fly_to old_temple_airspace/ph4c 1) (object_set_phantom_power (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) True) (vehicle_unload (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_a01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_a02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_a03) (ai_set_orders old_temple_court_grunts_03 old_temple_courtyard_03) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_b01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_b02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_b03) (ai_set_orders old_temple_court_jackals_03 old_temple_courtyard_03) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_c01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_c02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_c03) (ai_set_orders old_temple_court_jackals_04 old_temple_courtyard_04) (sleep_until (< (ai_living_count old_temp_court_phantom) 2) 30 900) (object_set_phantom_power (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) False) (cs_fly_to old_temple_airspace/ph3c 1) (cs_fly_by old_temple_airspace/ph2 5) (cs_fly_by old_temple_airspace/ph1 5) (cs_vehicle_boost True) (cs_fly_by old_temple_airspace/ph0 20) (cs_fly_to old_temple_airspace/phx 20) (ai_erase old_temple_phantom) ) ) (script command old_temple_abort (begin (cs_enable_pathfinding_failsafe True) (if (= (volume_test_objects vol_old_temple_airspace_low (ai_actors old_temple_phantom)) True) (begin (cs_enable_moving True) (cs_enable_looking True) (sleep_until (= (volume_test_objects vol_old_temple_airspace_high (ai_actors old_temple_phantom)) True)) )) (cs_vehicle_speed 1) (cs_fly_by old_temple_airspace/ph2 5) (cs_fly_by old_temple_airspace/ph1 5) (cs_vehicle_boost True) (cs_fly_by old_temple_airspace/ph0 20) (cs_fly_to old_temple_airspace/phx 20) (ai_erase old_temple_phantom) ) ) (script static old_temple_phantom_01 (begin (sleep_until (< (ai_living_count old_temple_pelican) 1)) (ai_place old_temple_phantom) (ai_place old_temple_ghosts_air) (sleep 60) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temple_phantom/pilot) phantom_lc (ai_vehicle_get_from_starting_location old_temple_ghosts_air/1)) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temple_phantom/pilot) phantom_lc (ai_vehicle_get_from_starting_location old_temple_ghosts_air/2)) (sleep 60) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location old_temple_phantom/pilot) True) (cs_run_command_script old_temple_phantom/pilot old_temple_ph_01_arrives) (sleep_until (or (< (ai_living_count old_temple_phantom) 1) (< (ai_living_count old_temple_ghosts_air) 1))) (if (< (ai_living_count old_temple_ghosts_air) 1) (cs_run_command_script old_temple_phantom old_temple_abort)) (sleep_until (< (ai_living_count old_temple_phantom) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location old_temple_phantom/pilot)) ) ) (script static old_temple_phantom_02 (begin (sleep_until (< (ai_living_count old_temple_pelican) 1)) (ai_place old_temple_phantom) (ai_place old_temple_ghosts_air) (sleep 60) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temple_phantom/pilot) phantom_lc (ai_vehicle_get_from_starting_location old_temple_ghosts_air/1)) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temple_phantom/pilot) phantom_lc (ai_vehicle_get_from_starting_location old_temple_ghosts_air/2)) (sleep 60) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location old_temple_phantom/pilot) True) (cs_run_command_script old_temple_phantom/pilot old_temple_ph_02_arrives) (sleep_until (or (< (ai_living_count old_temple_phantom) 1) (< (ai_living_count old_temple_ghosts_air) 1))) (if (< (ai_living_count old_temple_ghosts_air) 1) (cs_run_command_script old_temple_phantom old_temple_abort)) (sleep_until (< (ai_living_count old_temple_phantom) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location old_temple_phantom/pilot)) ) ) (script dormant old_temple_phantom_04 (begin (sleep_until (< (ai_living_count old_temple_pelican) 1)) (ai_place old_temple_court_jackals_03 2) (ai_place old_temple_court_grunts_03 3) (ai_place old_temple_court_jackals_04 3) (ai_place old_temp_court_phantom) (sleep 60) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_c (ai_actors old_temple_court_jackals_04)) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_a (ai_actors old_temple_court_grunts_03)) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_b (ai_actors old_temple_court_jackals_03)) (sleep 60) (cs_run_command_script old_temp_court_phantom/pilot old_temple_ph_04_arrives) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) True) (sleep_until (< (ai_living_count old_temp_court_phantom) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot)) ) ) (script static short_old_temple_phantom (begin (ai_allegiance covenant prophet) (ai_place old_temple_court_jackals_03 2) (ai_place old_temple_court_grunts_03 3) (ai_place old_temple_court_jackals_04 3) (ai_place old_temp_court_phantom) (sleep 60) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_c (ai_actors old_temple_court_jackals_04)) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_a (ai_actors old_temple_court_grunts_03)) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_b (ai_actors old_temple_court_jackals_03)) (sleep 60) (cs_run_command_script old_temp_court_phantom/pilot old_temple_ph_04_arrives) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) True) ) ) (script dormant old_temple_vehicle_spawn (begin (ai_place old_temple_ghosts_far) (if (difficulty_heroic) (set old_temple_veh_total 3)) (if (difficulty_legendary) (set old_temple_veh_total 4)) (sleep_until (> (ai_living_count old_temple_ghosts_far) 0) 30 600) (sleep_until (begin (sleep_until (or (< (ai_living_count old_temple_vehicles) 1) (= (volume_test_objects vol_old_temple_debris (players)) True))) (game_save) (if (= (volume_test_objects vol_old_temple_debris (players)) True) (sleep_forever)) (if (= (volume_test_objects vol_old_temple_debris (players)) False) (ai_place old_temple_ghosts_far 1)) (sleep_until (= (volume_test_objects vol_old_temple_debris (players)) True) 30 (random_range 30 120)) (if (= (volume_test_objects vol_old_temple_debris (players)) True) (sleep_forever)) (if (= (volume_test_objects vol_old_temple_debris (players)) False) (ai_place old_temple_ghosts_far 1)) (set old_temple_veh_total (- old_temple_veh_total 1)) (or (and (difficulty_normal) (< old_temple_veh_total 2)) (and (difficulty_heroic) (< old_temple_veh_total 2)) (and (difficulty_legendary) (< old_temple_veh_total 3)) (= (volume_test_objects vol_old_temple_debris (players)) True)) )) (sleep_until (begin (sleep_until (or (< (ai_living_count old_temple_vehicles) 1) (= (volume_test_objects vol_old_temple_debris (players)) True))) (game_save) (if (= (volume_test_objects vol_old_temple_debris (players)) True) (sleep_forever)) (if (= (volume_test_objects vol_old_temple_debris (players)) False) (begin (ai_place old_temple_ghosts_far 1) (ai_set_orders old_temple_ghosts_far old_temple_vehicles_ltd) )) (sleep_until (= (volume_test_objects vol_old_temple_debris (players)) True) 30 (random_range 30 120)) (if (= (volume_test_objects vol_old_temple_debris (players)) True) (sleep_forever)) (if (= (volume_test_objects vol_old_temple_debris (players)) False) (begin (ai_place old_temple_ghosts_far 1) (ai_set_orders old_temple_ghosts_far old_temple_vehicles_ltd) )) (set old_temple_veh_total (- old_temple_veh_total 1)) (or (<= old_temple_veh_total 0) (= (volume_test_objects vol_old_temple_debris (players)) True)) )) (sleep_until (< (ai_living_count old_temple_vehicles) 1)) (set old_temple_ghosts_over True) ) ) (script dormant old_temple_near_right (begin (sleep_until (and (= (volume_test_objects vol_old_temple_near_right (players)) True) (= (volume_test_objects vol_old_temple_int_01 (players)) False) (= (volume_test_objects vol_old_temple_int_02 (players)) False) (> (player_count) 0))) (game_save) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_elites_near_right 1)) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_jackals_near_right (- 2 (ai_living_count old_temple_peri_jackals)))) ) ) (script dormant old_temple_far_left (begin (sleep_until (and (= (volume_test_objects vol_old_temple_far_left (players)) True) (= (volume_test_objects vol_old_temple_int_01 (players)) False) (= (volume_test_objects vol_old_temple_int_02 (players)) False) (> (player_count) 0))) (game_save) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_grunts_far_left (- 3 (ai_living_count old_temple_peri_grunts)))) ) ) (script dormant old_temple_far_right (begin (sleep_until (and (= (volume_test_objects vol_old_temple_far_right (players)) True) (= (volume_test_objects vol_old_temple_int_01 (players)) False) (= (volume_test_objects vol_old_temple_int_02 (players)) False) (> (player_count) 0))) (game_save) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_grunts_far_right (- 3 (ai_living_count old_temple_peri_grunts)))) ) ) (script dormant old_temple_below (begin (sleep_until (and (= (volume_test_objects vol_old_temple_below (players)) True) (= (volume_test_objects vol_old_temple_int_01 (players)) False) (= (volume_test_objects vol_old_temple_int_02 (players)) False) (> (player_count) 0))) (game_save) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_jackals_below_far (- (random_range 2 5) (ai_living_count old_temple_peri_jackals)))) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_jackals_below_near (- (random_range 2 5) (ai_living_count old_temple_peri_jackals)))) ) ) (script command old_temp_reman_fr (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 4) (cs_go_to old_temple/far_r) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location old_temple_turrets/far_r)) (cs_enable_targeting True) (cs_shoot True) (sleep_forever) ) ) (script command old_temp_reman_fl (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 4) (cs_go_to old_temple/far_l) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location old_temple_turrets/far_l)) (cs_enable_targeting True) (cs_shoot True) (sleep_forever) ) ) (script command old_temp_reman_nl (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 4) (cs_go_to old_temple/near_l) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location old_temple_turrets/near_l)) (cs_enable_targeting True) (cs_shoot True) (sleep_forever) ) ) (script command old_temp_reman_cen (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 4) (cs_go_to old_temple/center) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location old_temple_turrets/center)) (cs_enable_targeting True) (cs_shoot True) (sleep_forever) ) ) (script dormant old_temple_turret_reman (begin (sleep_until (begin (if (and (> (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/far_r)) 0) (= (volume_test_objects vol_old_temple_farwall_all (players)) False) (> (player_count) 0) (< (ai_spawn_count old_temple_grunts_far_right) 5) (< (ai_living_count old_temple_grunts_far_right) 1) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location old_temple_turrets/far_r) (ai_actors old_temple_turrets)) False) (< (objects_distance_to_object (players) (ai_vehicle_get_from_starting_location old_temple_turrets/far_r)) 20)) (begin (ai_place old_temple_grunts_far_right/1) (cs_run_command_script old_temple_grunts_far_right/1 old_temp_reman_fr) )) (if (and (> (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/far_l)) 0) (= (volume_test_objects vol_old_temple_seawall_all (players)) False) (> (player_count) 0) (< (ai_spawn_count old_temple_grunts_far_left) 5) (< (ai_living_count old_temple_grunts_far_left) 1) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location old_temple_turrets/far_l) (ai_actors old_temple_turrets)) False) (< (objects_distance_to_object (players) (ai_vehicle_get_from_starting_location old_temple_turrets/far_l)) 20)) (begin (ai_place old_temple_grunts_far_left/1) (cs_run_command_script old_temple_grunts_far_left/1 old_temp_reman_fl) )) (if (and (> (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/near_l)) 0) (= (volume_test_objects vol_old_temple_seawall_all (players)) False) (> (player_count) 0) (< (ai_spawn_count old_temple_grunts_near_left) 5) (< (ai_living_count old_temple_grunts_near_left) 1) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location old_temple_turrets/near_l) (ai_actors old_temple_turrets)) False) (< (objects_distance_to_object (players) (ai_vehicle_get_from_starting_location old_temple_turrets/near_l)) 20)) (begin (ai_place old_temple_grunts_near_left/1) (cs_run_command_script old_temple_grunts_near_left/1 old_temp_reman_nl) )) (if (and (> (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/center)) 0) (= (volume_test_objects vol_old_temple_see_nook (players)) False) (> (player_count) 0) (< (ai_spawn_count old_temple_grunts_center) 5) (< (ai_living_count old_temple_grunts_center) 1) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location old_temple_turrets/center) (ai_actors old_temple_turrets)) False) (< (objects_distance_to_object (players) (ai_vehicle_get_from_starting_location old_temple_turrets/center)) 20)) (begin (ai_place old_temple_grunts_center/1) (cs_run_command_script old_temple_grunts_center/1 old_temp_reman_cen) )) (or (= (volume_test_objects vol_old_temple_center_01 (player0) ) True) (= (volume_test_objects vol_old_temple_center_03 (player0) ) True) (= (volume_test_objects vol_old_temple_center_05 (player0) ) True) (and (<= (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/far_r)) 0) (<= (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/far_l)) 0) (<= (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/near_l)) 0) (<= (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/center)) 0))) )) ) ) (script dormant old_temple_perimeter_nuke (begin (sleep_until (begin (if (and (= (objects_can_see_object (players) (list_get (ai_actors old_temple_peri_grunts) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors old_temple_peri_grunts) 0)) 10)) (object_destroy (list_get (ai_actors old_temple_peri_grunts) 0))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors old_temple_peri_jackals) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors old_temple_peri_jackals) 0)) 10)) (object_destroy (list_get (ai_actors old_temple_peri_jackals) 0))) (sleep 5) (and (< (ai_living_count old_temple_peri_grunts) 1) (< (ai_living_count old_temple_peri_jackals) 1)) )) (print "all gone") ) ) (script static nuke (begin (sleep_until (begin (if (and (= (objects_can_see_object (players) (list_get (ai_actors old_temple_peri_grunts) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors old_temple_peri_grunts) 0)) 10)) (object_destroy (list_get (ai_actors old_temple_peri_grunts) 0))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors old_temple_peri_jackals) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors old_temple_peri_jackals) 0)) 10)) (object_destroy (list_get (ai_actors old_temple_peri_jackals) 0))) (sleep 5) (and (< (ai_living_count old_temple_peri_grunts) 1) (< (ai_living_count old_temple_peri_jackals) 1)) )) (print "all gone") ) ) (script command old_temple_middle_comment (begin (set old_temp_middle_go True) (cs_switch ally) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "ally: 'they're all pouring-out of the middle! let's get in there!'") (cs_play_line 0610) ) ) (script dormant old_temple_middle_ally (begin (sleep_until (or (< (ai_living_count all_allies) 1) (ai_scene old_temple_mid_scene old_temple_middle_comment all_allies)) 30 300) (sleep 30) (if (and (= old_temp_middle_go False) (= old_temple_chatter False)) (begin (set old_temple_chatter True) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'they're all pouring-out of the middle! let's get in there!'") (sleep (ai_play_line_on_object none 2070)) (sleep 30) (ai_dialogue_enable True) (set old_temple_chatter False) )) ) ) (script dormant old_temple_center (begin (sleep_until (or (and (= (unit_in_vehicle (player0) ) False) (or (= (volume_test_objects vol_old_temple_center_01 (player0) ) True) (= (volume_test_objects vol_old_temple_center_03 (player0) ) True) (= (volume_test_objects vol_old_temple_center_05 (player0) ) True))) (and (= (unit_in_vehicle (player1) ) False) (or (= (volume_test_objects vol_old_temple_center_01 (player1) ) True) (= (volume_test_objects vol_old_temple_center_03 (player1) ) True) (= (volume_test_objects vol_old_temple_center_05 (player1) ) True))))) (ai_disposable old_temple_peri_grunts True) (ai_disposable old_temple_peri_jackals True) (game_save) (sleep_forever old_temple_near_right) (sleep_forever old_temple_far_left) (sleep_forever old_temple_far_right) (sleep_forever old_temple_vehicle_spawn) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_tank/driver) True) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_warthog_01/driver) True) (cs_run_command_script old_temple_phantom old_temple_abort) (wake old_temple_perimeter_nuke) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_center_elites_01 (- 2 (ai_living_count old_temp_center_tough)))) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_center_grunts_01 (- 3 (ai_living_count old_temp_center_fodder)))) (wake old_temple_middle_ally) (sleep_until (or (= (volume_test_objects vol_old_temple_center_03 (players)) True) (= (volume_test_objects vol_old_temple_center_05 (players)) True) (< (ai_living_count old_temple_center_all) 3))) (game_save) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_center_grunts_03 (- 3 (ai_living_count old_temp_center_fodder)))) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_center_jackals_04 (- 2 (ai_living_count old_temp_center_tough)))) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_center_grunts_04 (- 6 (ai_living_count old_temp_center_fodder)))) (sleep_until (or (= (volume_test_objects vol_old_temple_center_05 (players)) True) (< (ai_living_count old_temple_center_all) 3))) (game_save) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_center_elites_05 (- 2 (ai_living_count old_temp_center_tough)))) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_center_jackals_05 (- 4 (ai_living_count old_temp_center_tough)))) (sleep_until (begin (if (and (< (ai_living_count old_temple_center_all) 2) (= (volume_test_objects vol_old_temple_court_01 (players)) False) (> (player_count) 0)) (ai_place old_temple_courtyard_lure 1)) (sleep_until (or (= (volume_test_objects vol_old_temple_close_nuff (players)) True) (< (ai_living_count old_temple_center_all) 2) (> (ai_spawn_count old_temple_courtyard_lure) 3)) 30 210) (or (= (volume_test_objects vol_old_temple_close_nuff (players)) True) (> (ai_spawn_count old_temple_courtyard_lure) 3)) )) (game_save) (sleep_until (< (ai_living_count old_temple_center_all) 1) 30 3600) (sleep_until (= (ai_trigger_test "done_fighting" old_temple_center_all) True) 30 3600) (game_save) ) ) (script dormant old_temple_playfight (begin (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_playfight_e 2)) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_playfight_g 3)) (sleep_until (begin (if (< (ai_living_count old_temple_playfight_g) 3) (ai_place old_temple_playfight_g 1)) (or (= (volume_test_objects vol_old_temple_center_01 (players)) True) (= (volume_test_objects vol_old_temple_center_03 (players)) True)) )) (ai_set_orders allies_old_temple_pelican old_temple_center_allies_01) ) ) (script dormant old_temple_debris_comment (begin (sleep_until (and (= (volume_test_objects vol_old_temple_debris (players)) True) (= old_temple_chatter False))) (set old_temple_chatter True) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'looks like a landslide has blocked the main passage.'") (print "'we'll have to find an alternate route.'") (sleep (ai_play_line_on_object none 0670)) (sleep 30) (ai_dialogue_enable True) (set old_temple_chatter False) ) ) (script dormant old_temple_middle_reminder (begin (sleep_until (= (volume_test_objects vol_old_temple_in_court (players)) True) 30 8000) (if (and (= (volume_test_objects vol_old_temple_in_court (players)) False) (> (player_count) 0) (= old_temple_chatter False)) (begin (set old_temple_chatter True) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'the covenant holed-up in the middle of this structure.'") (print "'we need to clear them out.'") (sleep (ai_play_line_on_object none 0650)) (sleep 30) (ai_dialogue_enable True) (set old_temple_chatter False) )) (sleep_until (= (volume_test_objects vol_old_temple_in_court (players)) True) 30 8000) (if (and (= (volume_test_objects vol_old_temple_in_court (players)) False) (> (player_count) 0)) (begin (activate_team_nav_point_flag default player old_temple_exit 0) (sleep_until (= (volume_test_objects vol_old_temple_in_court (players)) True)) (deactivate_team_nav_point_flag player old_temple_exit) )) ) ) (script dormant old_temple_start (begin (sleep_until (= (volume_test_objects vol_old_temple_start (players)) True)) (ai_disposable tunnel_enemies_all True) (data_mine_set_mission_segment "05a_7_old_temple") (wake music_05a_04_stop) (game_save) (ai_place old_temple_init_jackals_nl 2) (sleep 2) (ai_place old_temple_turrets/center) (cs_run_command_script old_temple_turrets stay_shooting) (sleep 2) (ai_place old_temple_turrets/near_l) (cs_run_command_script old_temple_turrets stay_shooting) (sleep 2) (ai_place old_temple_turrets/far_l) (cs_run_command_script old_temple_turrets stay_shooting) (sleep 2) (ai_place old_temple_turrets/far_r) (cs_run_command_script old_temple_turrets stay_shooting) (wake old_temple_near_right) (wake old_temple_far_left) (wake old_temple_far_right) (wake old_temple_below) (wake old_temple_center) (wake old_temple_vehicle_spawn) (wake old_temple_middle_reminder) (wake old_temple_turret_reman) (if (difficulty_legendary) (wake arbiter_envy)) (sleep_until (or (= (volume_test_objects vol_old_temple_center_01 (players)) True) (= (volume_test_objects vol_old_temple_center_03 (players)) True) (and (<= (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/far_r)) 0) (<= (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/far_l)) 0) (<= (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/near_l)) 0) (<= (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/center)) 0) (= old_temple_ghosts_over True)))) (game_save) (wake old_temple_pelican) (wake old_temple_playfight) (sleep_until (or (ai_scene old_temple_pel_scene old_temple_pelican_comment all_allies) (< (ai_living_count all_allies) 1)) 30 60) (sleep 300) (if (and (= old_temple_pel_comment_go False) (= old_temple_chatter False)) (begin (set old_temple_chatter True) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'pelican inbound!'") (sleep (ai_play_line_on_object none 2080)) (sleep 15) (print "cortana: 'let's clear a landing-zone!'") (sleep (ai_play_line_on_object none 2090)) (sleep 30) (ai_dialogue_enable True) (set old_temple_chatter False) )) (sleep_until (or (= (volume_test_objects vol_old_temple_center_01 (players)) True) (= (volume_test_objects vol_old_temple_center_03 (players)) True) (= (volume_test_objects vol_old_temple_in_court (players)) True)) 30 300) (if (and (= (volume_test_objects vol_old_temple_center_01 (players)) False) (= (volume_test_objects vol_old_temple_center_03 (players)) False) (= (volume_test_objects vol_old_temple_in_court (players)) False) (> (player_count) 0) (= old_temple_bombs_away False)) (begin (ai_dialogue_enable False) (sleep 60) (print "johnson: 'clear out the riff-raff so i can set her down!'") (sleep (ai_play_line_on_object none 0640)) (sleep 30) (ai_dialogue_enable True) )) (game_save) (sleep_until (< (ai_living_count old_temple_enemies) 1) 30 3600) (sleep_until (= (ai_trigger_test "done_fighting" old_temple_enemies) True) 30 3600) (game_save) ) ) (script dormant old_temple_debris_reminder (begin (sleep_until (= (volume_test_objects vol_through_debris (players)) True) 30 8000) (if (and (= (volume_test_objects vol_through_debris (players)) False) (> (player_count) 0) (= old_temple_chatter False)) (begin (set old_temple_chatter True) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'there should be a way through this debris '") (sleep (ai_play_line_on_object none 0680)) (sleep 30) (ai_dialogue_enable True) (set old_temple_chatter False) )) (sleep_until (= (volume_test_objects vol_grotto (players)) True) 30 4000) (if (and (= (volume_test_objects vol_grotto (players)) False) (> (player_count) 0)) (begin (activate_team_nav_point_flag default player courtyard_exit 0) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (deactivate_team_nav_point_flag player courtyard_exit) )) ) ) (script dormant old_temple_holo_translate (begin (sleep_until (< (ai_living_count old_temple_court_all) 1)) (sleep 300) (set court_holo_trans True) (sleep_until (and (= (volume_test_objects vol_old_temple_court_04 (players)) True) (= (objects_can_see_object (players) regret02 30) True) (= court_holo_chant False))) (ai_dialogue_enable False) (sleep 60) (custom_animation regret02 objects\characters\prophet\prophet regret_l05_0110_por True) (print "'in a gesture of peace and reconciliation, the prophets promised to find the means...'") (print "'...of the forerunners' transcendence, and to share this knowledge with the elites.'") (sleep (ai_play_line_on_object regret02 0110)) (sleep 30) (custom_animation regret02 objects\characters\prophet\prophet regret_l05_0120_por True) (print "'the elites promised to defend the prophets as they searched - '") (print "'a simple arrangement that has become our binding covenant!'") (sleep (ai_play_line_on_object regret02 0120)) (sleep 60) (if (= old_temple_chatter False) (begin (set old_temple_chatter True) (print "cortana: 'transcendence, huh? more like mass-suicide.'") (sleep (ai_play_line_on_object none 0660)) (set old_temple_chatter False) )) (sleep 30) (ai_dialogue_enable True) (sleep (random_range 240 480)) (set court_holo_trans False) ) ) (script dormant courtyard_holo_looper (begin (object_create regret02) (objects_attach court_throne_attach court_throne driver) (objects_attach court_throne driver regret02 ) (ai_disregard regret02 True) (sleep_until (begin (begin_random (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant1a True) (sleep (ai_play_line_on_object regret02 3000)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant2b True) (sleep (ai_play_line_on_object regret02 3001)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant2c True) (sleep (ai_play_line_on_object regret02 3002)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant3a True) (sleep (ai_play_line_on_object regret02 3003)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant3c True) (sleep (ai_play_line_on_object regret02 3004)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant5a True) (sleep (ai_play_line_on_object regret02 3005)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant6a True) (sleep (ai_play_line_on_object regret02 3006)) (sleep (random_range 240 480)) (set court_holo_chant False) )) ) False) ) ) ) (script static court_holo_looper (begin (object_create regret02) (objects_attach court_throne_attach court_throne driver) (objects_attach court_throne driver regret02 ) (ai_disregard regret02 True) (sleep_until (begin (begin_random (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant1a True) (sleep (ai_play_line_on_object regret02 3000)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant2b True) (sleep (ai_play_line_on_object regret02 3001)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant2c True) (sleep (ai_play_line_on_object regret02 3002)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant3a True) (sleep (ai_play_line_on_object regret02 3003)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant3c True) (sleep (ai_play_line_on_object regret02 3004)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant5a True) (sleep (ai_play_line_on_object regret02 3005)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant6a True) (sleep (ai_play_line_on_object regret02 3006)) (sleep (random_range 240 480)) (set court_holo_chant False) )) ) False) ) ) ) (script dormant old_temple_archaeologist (begin (sleep_until (= (ai_trigger_test "done_fighting" all_enemies) True)) (sleep_until (or (= (ai_trigger_test "done_fighting" all_enemies) True) (= (volume_test_objects vol_through_debris (players)) True))) (sleep_until (= (volume_test_objects vol_through_debris (players)) True) 30 300) (if (and (= (volume_test_objects vol_through_debris (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'what happened to this place? the stones '") (print "'this isn't normal wear and tear. it almost looks like battle-scarring '") (sleep (ai_play_line_on_object none 0590)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script dormant old_temple_courtyard (begin (sleep_until (or (= (volume_test_objects vol_old_temple_court_01 (players)) True) (= (volume_test_objects vol_old_temple_in_court (players)) True))) (ai_disposable old_temple_center_all True) (data_mine_set_mission_segment "05a_8_old_temple_courtyard") (wake courtyard_holo_looper) (game_save) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_elites_01 2)) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_grunts_01 3)) (sleep_until (or (< (ai_living_count old_temple_court_all) 3) (= (volume_test_objects vol_old_temple_court_02 (players)) True))) (game_save) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_grunts_02 (- 4 (ai_living_count old_temple_court_grunts_01)))) (sleep_until (or (< (ai_living_count old_temple_court_all) 3) (= (volume_test_objects vol_old_temple_court_04 (players)) True))) (game_save) (wake old_temple_holo_translate) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_jackals_03 (- 2 (ai_living_count old_temple_court_elites_01)))) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_grunts_03 (- 3 (+ (ai_living_count old_temple_court_grunts_01) (ai_living_count old_temple_court_grunts_02))))) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_jackals_04 2)) (sleep_until (or (< (ai_living_count old_temple_court_all) 3) (= (volume_test_objects vol_old_temple_court_05 (players)) True))) (game_save) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_elites_05 2)) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_jackals_05 2)) (wake old_temple_debris_reminder) (sleep_until (= (volume_test_objects vol_old_temple_court_06 (players)) True)) (game_save) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_jackals_06 2)) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_grunts_06 3)) (sleep_until (< (ai_living_count old_temple_court_all) 1) 30 4000) (sleep_until (= (ai_trigger_test "done_fighting" old_temple_court_all) True) 30 3600) (game_save) ) ) (script dormant grotto_cortana_comment (begin (sleep_until (and (= (volume_test_objects vol_grotto_follow_01 (players)) True) (= (objects_can_see_flag (players) grotto_center 30) True))) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'you always bring me to such nice places.'") (sleep (ai_play_line_on_object none 0690)) (sleep 30) (wake music_05a_05_start) (ai_dialogue_enable True) (sleep_until (game_safe_to_save)) (game_save) ) ) (script command grotto_ally_cheese (begin (cs_switch ally01) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "odst: 'my girl would dig this place. so beautiful '") (cs_play_line 0700) (sleep 30) (cs_switch ally02) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "odst: 'beautiful and dangerous, man.'") (cs_play_line 0710) (sleep 30) (cs_switch ally01) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "odst: 'hey. that's why i love her.'") (cs_play_line 0720) ) ) (script dormant grotto_ally_comments (begin (sleep_until (ai_scene grotto_ally_cheese_scene grotto_ally_cheese all_allies) 30 450) ) ) (script dormant grotto_reminder (begin (sleep_until (= (volume_test_objects vol_grotto_exit (players)) True) 30 8000) (if (and (= (volume_test_objects vol_grotto_exit (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'we're approaching another structure. it should be the...'") (print "'...lake access-point we've been looking for '") (sleep (ai_play_line_on_object none 0750)) (sleep 30) (ai_dialogue_enable True) )) (sleep_until (= (volume_test_objects vol_grotto_exit (players)) True) 30 4000) (if (and (= (volume_test_objects vol_grotto_exit (players)) False) (> (player_count) 0)) (begin (activate_team_nav_point_flag default player grotto_exit 0) (sleep_until (= (volume_test_objects vol_grotto_exit (players)) True)) (deactivate_team_nav_point_flag player grotto_exit) )) ) ) (script dormant grotto_pool (begin (sleep_until (or (< (ai_living_count grotto_init_01) 1) (= (volume_test_objects vol_grotto_first_pool_01 (players)) True) (= (volume_test_objects vol_grotto_mid_02 (players)) True) (= (volume_test_objects vol_grotto_mid_03 (players)) True))) (if (or (= (volume_test_objects vol_grotto_mid_02 (players)) True) (= (volume_test_objects vol_grotto_mid_03 (players)) True)) (sleep_forever)) (if (< (ai_living_count grotto_enemies) 8) (ai_place grotto_crack_grunts 2)) (sleep_until (or (< (ai_living_count grotto_crack_grunts) 2) (= (volume_test_objects vol_grotto_first_pool_02 (players)) True) (= (volume_test_objects vol_grotto_mid_02 (players)) True) (= (volume_test_objects vol_grotto_mid_03 (players)) True))) (if (or (= (volume_test_objects vol_grotto_mid_02 (players)) True) (= (volume_test_objects vol_grotto_mid_03 (players)) True)) (sleep_forever)) (if (< (ai_living_count grotto_enemies) 8) (ai_place grotto_buggers_new_01 (- 4 (ai_living_count grotto_buggers)))) (sleep_until (or (< (ai_living_count grotto_buggers_new_01) 2) (= (volume_test_objects vol_grotto_mid_02 (players)) True) (= (volume_test_objects vol_grotto_mid_03 (players)) True))) (sleep_until (begin (if (< (ai_living_count grotto_pool_grunts) 1) (ai_place grotto_pool_grunts 1)) (or (= (volume_test_objects vol_grotto_mid_02 (players)) True) (= (volume_test_objects vol_grotto_mid_03 (players)) True) (> (ai_spawn_count grotto_pool_grunts) 3)) )) ) ) (script dormant grotto_buggers_reinforce (begin (if (and (< (ai_living_count grotto_enemies) 8) (difficulty_legendary)) (ai_place grotto_buggers_01 (- 4 (ai_living_count grotto_buggers)))) (sleep_until (= (volume_test_objects vol_grotto_mid_03 (players)) True)) (ai_migrate grotto_buggers_01 grotto_buggers_02) (if (< (ai_living_count grotto_enemies) 8) (ai_place grotto_buggers_02 (- 4 (ai_living_count grotto_buggers)))) ) ) (script dormant grotto_extra_checkpoint (begin (sleep 60) (sleep_until (and (= (volume_test_objects vol_grotto (players)) False) (> (player_count) 0))) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (game_save) ) ) (script command grotto_entry_patrol (begin (cs_abort_on_alert True) (sleep_until (begin (begin (cs_go_to_and_face grotto/p0 grotto/p2) (cs_aim True grotto/p2) (sleep (random_range 30 90)) (cs_aim False grotto/p2) ) (begin (cs_go_to_and_face grotto/p1 grotto/p2) (cs_aim True grotto/p2) (sleep (random_range 30 90)) (cs_aim False grotto/p2) ) False) ) ) ) (script dormant grotto_start (begin (ai_disposable old_temple_enemies True) (data_mine_set_mission_segment "05a_9_grotto") (game_save) (wake 05a_title2) (ai_place grotto_init_01 1) (ai_place grotto_init_04 1) (ai_place grotto_init_05 1) (ai_place grotto_init_07 1) (ai_place grotto_init_09 1) (cs_run_command_script grotto_init_09 grotto_entry_patrol) (ai_place grotto_init_11 2) (wake grotto_cortana_comment) (wake grotto_pool) (wake grotto_extra_checkpoint) (sleep_until (= (volume_test_objects vol_grotto_mid_02 (players)) True)) (game_save) (if (or (difficulty_heroic) (difficulty_legendary)) (set grotto_final_snipers 2)) (begin_random (if (and (> grotto_final_snipers 0) (< (ai_living_count grotto_enemies) 8)) (begin (ai_place grotto_cave_jackals_02 1) (set grotto_final_snipers (- grotto_final_snipers 1)) )) (if (and (> grotto_final_snipers 0) (< (ai_living_count grotto_enemies) 8)) (begin (ai_place grotto_cave_jackals_03 1) (set grotto_final_snipers (- grotto_final_snipers 1)) )) ) (if (< (ai_living_count grotto_enemies) 8) (ai_place grotto_cave_jackals_01 1)) (if (< (ai_living_count grotto_enemies) 8) (ai_place grotto_cave_elites 1)) (wake grotto_buggers_reinforce) (sleep_until (= (volume_test_objects vol_grotto_far_top (players)) True)) (game_save) (wake grotto_reminder) (ai_migrate grotto_buggers_02 grotto_buggers_03) (if (and (< (ai_living_count grotto_enemies) 8) (difficulty_legendary)) (ai_place grotto_buggers_03 (- 4 (ai_living_count grotto_buggers)))) (ai_set_orders grotto_buggers grotto_follow_03) (if (< (ai_living_count grotto_enemies) 8) (ai_place grotto_end_elites_01 1)) (sleep 30) (if (< (ai_living_count grotto_enemies) 8) (ai_place grotto_end_jackals_02 2)) (sleep 30) (if (< (ai_living_count grotto_enemies) 8) (ai_place grotto_end_elites_02 1)) (sleep_until (= (volume_test_objects vol_grotto_end (players)) True)) (wake music_05a_05_stop) (game_save) (ai_set_orders grotto_initial grotto_follow_03) (sleep_until (< (ai_living_count grotto_enemies) 1)) (game_save) ) ) (script dormant approach_cortana_comment (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'good. still no word about in amber clad on the covenant battle-net.'") (sleep (ai_play_line_on_object none 0760)) (sleep 60) (print "cortana: 'it's odd - the covenant know we made land-fall,'") (print "'but they don't seem to consider us a very serious threat.'") (sleep (ai_play_line_on_object none 0770)) (sleep 30) (print "cortana: 'boy are they in for a big surprise!'") (sleep (ai_play_line_on_object none 0780)) (sleep 30) (ai_dialogue_enable True) (game_save) ) ) (script dormant approach_reminder (begin (sleep_until (= (volume_test_objects vol_tower1 (players)) True) 30 3600) (if (and (= (volume_test_objects vol_tower1 (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'this tower cluster should connect to the structures further...'") (print "'...out in the lake. let's get inside.'") (sleep (ai_play_line_on_object none 0790)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script dormant temple_approach_start (begin (ai_disposable grotto_enemies True) (data_mine_set_mission_segment "05a_10_tower_approach") (ai_place approach_jackal_01) (ai_place approach_jackal_02) (ai_place approach_jackal_03) (ai_place approach_elite_01) (ai_place approach_elite_02) (ai_place approach_elite_03) (ai_place approach_grunts_01) (wake approach_cortana_comment) (wake approach_reminder) (sleep_until (or (= (volume_test_objects vol_approach_ramp (players)) True) (and (= (volume_test_objects vol_approach_music (players)) True) (= (objects_can_see_flag (players) see_tower1 30) True)))) (wake music_05a_06_start) (sleep_until (or (> (ai_combat_status approach_enemies) ai_combat_status_idle) (= (volume_test_objects vol_approach_ramp (players)) True))) (if (and (= (volume_test_objects vol_approach_ramp (players)) False) (> (player_count) 0) (< (ai_living_count approach_enemies) 8)) (ai_place approach_buggers 5)) (sleep 2) (sleep_until (< (ai_living_count approach_buggers) 1)) (sleep_until (and (or (= (volume_test_object vol_no_see_ramp (player0) ) True) (= (volume_test_object vol_no_see_approach (player0) ) True)) (or (= (volume_test_object vol_no_see_ramp (player1) ) True) (= (volume_test_object vol_no_see_approach (player1) ) True) (= (game_is_cooperative) False)))) (if (< (ai_living_count approach_enemies) 8) (ai_place approach_buggers_too 4)) ) ) (script dormant tower1_holo_looper (begin (object_create regret03) (objects_attach tower1_throne driver regret03 ) (ai_disregard regret03 True) (sleep_until (begin (begin_random (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant1a True) (sleep (ai_play_line_on_object regret03 3000)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant2b True) (sleep (ai_play_line_on_object regret03 3001)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant2c True) (sleep (ai_play_line_on_object regret03 3002)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant3a True) (sleep (ai_play_line_on_object regret03 3003)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant3c True) (sleep (ai_play_line_on_object regret03 3004)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant5a True) (sleep (ai_play_line_on_object regret03 3005)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant6a True) (sleep (ai_play_line_on_object regret03 3006)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) ) False) ) ) ) (script dormant tower1_hg_warn (begin (sleep_until (and (= (volume_test_objects vol_tower1_see_hg (players)) True) (or (objects_can_see_object (players) (list_get (ai_actors tower1_hg_01a) 0) 30) (objects_can_see_object (players) (list_get (ai_actors tower1_hg_01b) 0) 30)))) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'watch yourself! honor-guards!'") (sleep (ai_play_line_on_object none 0800)) (sleep 30) (ai_dialogue_enable True) ) ) (script command long_pause_point (begin (sleep_until (> (ai_combat_status ai_current_actor) ai_combat_status_idle)) (cs_aim_player True) (cs_custom_animation objects\characters\elite\elite combat:rifle:warn 1 True) (cs_aim_player False) ) ) (script dormant tower1_start (begin (sleep_until (= (volume_test_objects vol_tower1 (players)) True)) (ai_disposable approach_enemies True) (data_mine_set_mission_segment "05a_11_tower1_interior") (wake tower1_holo_looper) (game_save) (ai_place tower1_hg_01a 1) (ai_place tower1_hg_01b 1) (begin_random (if (= who_points True) (begin (cs_run_command_script tower1_hg_01a long_pause_point) (ai_set_orders tower1_hg_01a tower1_hg1a) (cs_run_command_script tower1_hg_01b long_pause) (ai_set_orders tower1_hg_01b tower1_hg1b_back) (set who_points False) )) (if (= who_points True) (begin (cs_run_command_script tower1_hg_01a long_pause) (ai_set_orders tower1_hg_01a tower1_hg1a_back) (cs_run_command_script tower1_hg_01b long_pause_point) (ai_set_orders tower1_hg_01b tower1_hg1b) (set who_points False) )) ) (wake tower1_hg_warn) (sleep_until (or (and (< (ai_living_count tower1_hg_01a) 1) (< (ai_living_count tower1_hg_01b) 1)) (= (volume_test_objects vol_tower1_upper (players)) True))) (ai_place tower1_hg_02a (- 1 (ai_living_count tower1_hg_01a))) (ai_place tower1_hg_02b (- 1 (ai_living_count tower1_hg_01b))) (sleep_until (< (ai_living_count tower1_enemies) 1) 30 8000) (sleep_until (= (ai_trigger_test "done_fighting" tower1_enemies) True)) (sleep_until (= (volume_test_objects vol_tower1_all (players)) True)) (playtest_mission) (sleep 30) (sound_class_set_gain "" 0 15) (cinematic_fade_to_white) (sleep 30) (game_won) ) ) (script command temple_ent_go (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 0.5) (cs_go_to_and_face temple_ent/p2 temple_ent/p1) (cs_vehicle_speed 0.25) (cs_go_to_and_face temple_ent/p0 temple_ent/p1) (cs_move_in_direction 0 10 0) ) ) (script dormant bridge_bunker_backup (begin (if (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (ai_actors lz_warthog_01)) True) (sleep_until (and (= (volume_test_objects vol_bunker_parking (ai_actors lz_warthog_01)) True) (= (ai_trigger_test "done_fighting" lz_warthog_01) True)))) (ai_vehicle_exit all_allies) (ai_set_orders all_allies allies_bridge_bunker) ) ) (script dormant ally_order_monitor (begin (sleep_until (or (= lz_mounted_up True) (= (volume_test_objects vol_lz_all (players)) False))) (sleep_until (begin (ai_set_orders ally_infantry allies_overlook_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_overlook_pause) (ai_set_orders lz_warthog_01 allies_overlook_follow)) (= (volume_test_objects vol_overlook_pause (players)) True) )) (sleep_until (or (= (volume_test_objects vol_bridge_pause (players)) True) (and (= (volume_test_objects vol_overlook_pause (ai_actors lz_warthog_01)) True) (= (ai_trigger_test "done_fighting" overlook_jackals) True)))) (sleep_until (= (volume_test_objects vol_bridge_pause (players)) True) 30 300) (sleep_until (begin (ai_set_orders ally_infantry allies_bridge_follow_01) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_bridge_pause) (ai_set_orders lz_warthog_01 allies_bridge_follow_01)) (= (volume_test_objects vol_bridge_pause (players)) True) )) (sleep_until (and (= (volume_test_objects vol_bridge_pause (players)) False) (> (player_count) 0)) 30 300) (sleep_until (begin (ai_set_orders ally_infantry allies_bridge_follow_01) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_bridge_advance) (ai_set_orders lz_warthog_01 allies_bridge_follow_01)) (= (volume_test_objects vol_bridge_inside_bunker (players)) True) )) (ai_set_orders ally_infantry allies_bridge_bunker) (ai_set_orders lz_warthog_01 allies_bridge_bunker) (wake bridge_bunker_backup) (sleep_until (or (= bridge_pelican_arrived True) (= (volume_test_objects vol_bridge_middle (players)) True))) (sleep_until (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True) (= (volume_test_objects vol_bridge_middle (players)) True))) (ai_enter_squad_vehicles all_allies) (sleep_until (begin (ai_set_orders ally_infantry allies_bridge_follow_02) (ai_set_orders bridge_tank allies_bridge_follow_02) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_bridge_cross) (ai_set_orders lz_warthog_01 allies_bridge_follow_02)) (or (= (volume_test_objects vol_winding_path (players)) True) (and (= (volume_test_objects vol_bridge_farside_all (ai_actors lz_warthog_01)) True) (= (ai_trigger_test "done_fighting" bridge_farside_enemies) True))) )) (sleep_until (begin (ai_set_orders ally_infantry allies_w_path_follow) (ai_set_orders bridge_tank allies_w_path_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_w_path_advance) (ai_set_orders lz_warthog_01 allies_w_path_follow)) (or (= (volume_test_objects vol_temple_ent_start (players)) True) (and (= (volume_test_objects vol_temple_entrance (ai_actors lz_warthog_01)) True) (= (ai_trigger_test "done_fighting" winding_path_enemies) True))) )) (sleep_until (begin (ai_set_orders ally_infantry allies_temple_ent_follow) (ai_set_orders bridge_tank allies_temple_ent_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_temple_ent_advance_01) (ai_set_orders lz_warthog_01 allies_temple_ent_follow)) (or (= (volume_test_objects vol_tunnel_01 (players)) True) (= temple_ent_phase_01 True) (and (= (volume_test_objects vol_temple_ent_03 (ai_actors lz_warthog_01)) True) (= (ai_trigger_test "done_fighting" temple_ent_enemies_all) True))) )) (sleep_until (begin (ai_set_orders ally_infantry allies_temple_ent_follow) (ai_set_orders bridge_tank allies_temple_ent_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_temple_ent_advance_02) (ai_set_orders lz_warthog_01 allies_temple_ent_follow)) (or (= (volume_test_objects vol_tunnel_01 (players)) True) (= temple_ent_phase_02 True) (and (= (volume_test_objects vol_temple_ent_03 (ai_actors lz_warthog_01)) True) (= (ai_trigger_test "done_fighting" temple_ent_enemies_all) True))) )) (sleep_until (begin (ai_set_orders ally_infantry allies_temple_ent_follow) (ai_set_orders bridge_tank allies_temple_ent_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_temple_ent_advance_03) (ai_set_orders lz_warthog_01 allies_temple_ent_follow)) (or (= (volume_test_objects vol_tunnel_01 (players)) True) (and (= (volume_test_objects vol_temple_ent_03 (ai_actors lz_warthog_01)) True) (= (ai_trigger_test "done_fighting" temple_ent_enemies_all) True))) )) (cs_run_command_script bridge_tank/driver temple_ent_go) (sleep_until (begin (ai_set_orders ally_infantry allies_tunnel_follow) (ai_set_orders bridge_tank allies_tunnel_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_tunnel_advance) (ai_set_orders lz_warthog_01 allies_tunnel_follow)) (or (= (volume_test_objects vol_old_temple_near_left (players)) True) (and (= (volume_test_objects vol_tunnel_03 (ai_actors lz_warthog_01)) True) (= (ai_trigger_test "done_fighting" tunnel_enemies_all) True))) )) (sleep_until (begin (ai_set_orders ally_infantry allies_old_temple_follow) (ai_set_orders bridge_tank allies_old_temple_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_old_temple_advance) (ai_set_orders lz_warthog_01 allies_old_temple_follow)) (or (= (volume_test_objects vol_old_temple_center_01 (players)) True) (= (volume_test_objects vol_old_temple_center_01 (ai_actors lz_warthog_01)) True)) )) (sleep_until (and (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player0) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player1) ) False))) (ai_vehicle_exit all_allies) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_tank/driver) True) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_warthog_01/driver) True) (ai_migrate allies_old_temple_pelican allies_old_temple_real) (ai_set_orders all_allies allies_old_temp_center) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (ai_set_orders all_allies allies_grotto_suppress) (sleep_until (> (ai_combat_status grotto_enemies) ai_combat_status_idle)) (ai_set_orders all_allies grotto_follow_01) (sleep_until (= (volume_test_objects vol_grotto_exit (players)) True)) (ai_set_orders all_allies allies_grotto_exit) (sleep_until (= (structure_bsp_index) 1)) (ai_set_orders all_allies allies_approach) (sleep_until (= (volume_test_objects vol_tower1 (players)) True)) (ai_set_orders all_allies allies_tower1) ) ) (script static sleep_intro (begin (sleep_forever lz_start) (sleep_forever lz_turret_track) (sleep_forever lz_turret_reminder) (sleep_forever lz_pelican) (sleep_forever lz_pelican_wait) (sleep_forever lz_phantom_03_start) ) ) (script static sleep_bridge (begin (sleep_forever overlook_start) (sleep_forever overlook_reminder) (sleep_forever bridges_start) (sleep_forever crack_spawn) (sleep_forever bunker_upper_spawn_01) (sleep_forever bunker_upper_spawn_03) (sleep_forever bunker_lower_spawn_01) (sleep_forever bunker_turret_remanning) (sleep_forever bunker_spawn_checker) (sleep_forever bridge_ghosts_by_phantom) (sleep_forever farside_ghosts_spawn) (sleep_forever bridge_phantom_reinforce_01a) (sleep_forever bridge_phantom_reinforce_01b) (sleep_forever bridge_phantom_reinforce_02a) (sleep_forever bridge_phantom_reinforce_02b) (sleep_forever bridge_cortana_comment) (sleep_forever bridge_wraith_warning) (sleep_forever bridge_activate_reminder) (sleep_forever bunker_holo_looper) (sleep_forever bridge_holo_translate) (sleep_forever bridge_pelican_wait) (sleep_forever bridge_cross_reminder) (sleep_forever bridge_banshee_spawn) (sleep_forever bridge_spare_ghost_spawn) ) ) (script static sleep_winding_path (begin (sleep_forever winding_path_start) ) ) (script static sleep_temple_ent (begin (sleep_forever old_temple_entrance_start) (sleep_forever temple_ent_ghost_alert) (sleep_forever temple_ent_veh_spawn) (sleep_forever temple_ent_reminder) (sleep_forever temple_ent_arch) ) ) (script static sleep_tunnel (begin (sleep_forever tunnel_start) ) ) (script static sleep_old_temple (begin (sleep_forever old_temple_start) (sleep_forever old_temple_near_right) (sleep_forever old_temple_far_left) (sleep_forever old_temple_far_right) (sleep_forever old_temple_below) (sleep_forever old_temple_center) (sleep_forever old_temple_courtyard) (sleep_forever old_temple_vehicle_spawn) (sleep_forever old_temple_pelican) (sleep_forever old_temple_phantom_01) (sleep_forever old_temple_phantom_02) (sleep_forever old_temple_turret_reman) (sleep_forever old_temple_perimeter_nuke) (sleep_forever old_temple_middle_ally) (sleep_forever old_temple_playfight) (sleep_forever old_temple_debris_comment) (sleep_forever old_temple_middle_comment) (sleep_forever old_temple_debris_reminder) (sleep_forever old_temple_holo_translate) (sleep_forever courtyard_holo_looper) (sleep_forever old_temple_archaeologist) ) ) (script static sleep_grotto (begin (sleep_forever grotto_start) (sleep_forever grotto_buggers_reinforce) (sleep_forever grotto_cortana_comment) (sleep_forever grotto_ally_comments) (sleep_forever grotto_reminder) (sleep_forever grotto_pool) (sleep_forever grotto_extra_checkpoint) ) ) (script static sleep_approach (begin (sleep_forever temple_approach_start) (sleep_forever approach_reminder) ) ) (script startup mission (begin (cinematic_snap_to_black) (if (= (volume_test_objects vol_starting_locations (players)) True) (begin (sound_suppress_ambience_update_on_revert) (if (cinematic_skip_start) (begin (x05) )) (cinematic_skip_stop) (cinematic_snap_to_white) (if (cinematic_skip_start) (begin (c05_intro) )) (cinematic_skip_stop) )) (sleep 2) (switch_bsp 0) (sleep 2) (ai_allegiance covenant prophet) (ai_allegiance player human) (objectives_clear) (prep_return_from_intro) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (wake 05a_title0) (wake objective_lz_set) (wake kill_volumes) (wake lz_start) (wake ally_order_monitor) (sleep_until (= (volume_test_objects vol_overlook (players)) True)) (wake overlook_start) (wake bridges_start) (wake objective_bridge_set) (sleep_until (= (volume_test_objects vol_winding_path (players)) True)) (wake winding_path_start) (wake old_temple_entrance_start) (wake objective_bridge_clear) (wake objective_ruins_set) (sleep_intro) (sleep_until (= (volume_test_objects vol_tunnel_01 (players)) True)) (wake tunnel_start) (wake old_temple_start) (wake old_temple_courtyard) (sleep_bridge) (sleep_winding_path) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (wake grotto_start) (sleep_temple_ent) (sleep_tunnel) (sleep_until (= (volume_test_objects vol_approach (players)) True)) (wake temple_approach_start) (wake tower1_start) (wake objective_ruins_clear) (wake objective_tower1_set) (sleep_old_temple) (sleep_until (= (volume_test_objects vol_tower1 (players)) True)) (sleep_grotto) ) ) (script static short_allies (begin (ai_allegiance player human) (ai_place lz_warthog_01) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) (ai_place_in_vehicle allies_lz_ridge lz_warthog_01) (object_teleport (ai_vehicle_get_from_starting_location lz_warthog_01/driver) ally_start) (sleep_until (begin (ai_set_orders ally_infantry allies_overlook_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_overlook_pause) (ai_set_orders lz_warthog_01 allies_overlook_follow)) (= (volume_test_objects vol_overlook_pause (players)) True) )) (sleep 30) (print "arrived") (sleep 30) (sleep_until (begin (ai_set_orders ally_infantry allies_bridge_follow_01) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_bridge_pause) (ai_set_orders lz_warthog_01 allies_bridge_follow_01)) (= (volume_test_objects vol_bridge_pause (players)) True) )) (sleep 30) (print "arrived") (sleep 30) (sleep_until (begin (ai_set_orders ally_infantry allies_bridge_follow_02) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_bridge_cross) (ai_set_orders lz_warthog_01 allies_bridge_follow_02)) (or (= (volume_test_objects vol_winding_path (players)) True) (= (volume_test_objects vol_bridge_farside_all (ai_actors lz_warthog_01)) True)) )) (sleep 30) (print "arrived") (sleep 30) (sleep_until (begin (ai_set_orders ally_infantry allies_w_path_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_w_path_advance) (ai_set_orders lz_warthog_01 allies_w_path_follow)) (or (= (volume_test_objects vol_temple_ent_start (players)) True) (= (volume_test_objects vol_temple_entrance (ai_actors lz_warthog_01)) True)) )) (sleep 30) (print "arrived") (sleep 30) (sleep_until (begin (ai_set_orders ally_infantry allies_temple_ent_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_temple_ent_advance_03) (ai_set_orders lz_warthog_01 allies_temple_ent_follow)) (or (= (volume_test_objects vol_tunnel_01 (players)) True) (= (volume_test_objects vol_temple_ent_03 (ai_actors lz_warthog_01)) True)) )) (cs_run_command_script bridge_tank/driver temple_ent_go) (sleep 30) (print "arrived") (sleep 30) (sleep_until (begin (ai_set_orders ally_infantry allies_tunnel_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_tunnel_advance) (ai_set_orders lz_warthog_01 allies_tunnel_follow)) (or (= (volume_test_objects vol_old_temple_near_left (players)) True) (= (volume_test_objects vol_tunnel_03 (ai_actors lz_warthog_01)) True)) )) (sleep 30) (print "arrived") (sleep 30) (sleep_until (begin (ai_set_orders ally_infantry allies_old_temple_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_old_temple_advance) (ai_set_orders lz_warthog_01 allies_old_temple_follow)) (or (= (volume_test_objects vol_old_temple_center_01 (players)) True) (= (volume_test_objects vol_old_temple_center_01 (ai_actors lz_warthog_01)) True)) )) (sleep 30) (print "arrived") (sleep 30) (ai_vehicle_exit all_allies) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_tank/driver) True) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_warthog_01/driver) True) (ai_migrate allies_old_temple_pelican allies_old_temple_real) (ai_set_orders all_allies allies_old_temp_center) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (ai_set_orders all_allies grotto_follow_01) (sleep_until (= (volume_test_objects vol_grotto_exit (players)) True)) (ai_set_orders all_allies allies_grotto_exit) (sleep_until (= (structure_bsp_index) 1)) (ai_set_orders all_allies allies_approach) (sleep_until (= (volume_test_objects vol_tower1 (players)) True)) (ai_set_orders all_allies allies_tower1) ) ) (script dormant x05_01_predict (begin (sleep 1) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 0) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 1) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 2) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 3) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 4) (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_x05 0 False) (predict_model_section objects\cinematics\human\inamberclad\inamberclad 0) (predict_model_section scenarios\skies\generic\space\space 0) (sleep 5) (predict_model_section objects\cinematics\effects\x05_building_debris\x05_building_debris 0) (predict_model_section scenarios\objects\covenant\military\capital_ship\capital_ship 2) (sleep 5) (predict_model_section scenarios\objects\special\null_up\null_up 0) ) ) (script dormant x05_02_predict (begin (sleep 3) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (predict_model_section scenarios\objects\nature\trees\tree_leafy\tree_leafy_small\tree_leafy_small 0) (predict_model_section objects\cinematics\human\hev\hev_door\hev_door 0) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 4) (predict_model_section objects\cinematics\human\inamberclad_hevbay\inamberclad_hevbay 0) (sleep 4) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 15) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (sleep 1) (predict_model_section scenarios\objects\nature\trees\tree_leafy\tree_leafy_small\tree_leafy_small 0) (sleep 25) (predict_model_section objects\characters\marine\crewman\crewman 0) (predict_model_section objects\characters\marine\crewman\crewman 1) (predict_model_section objects\characters\marine\crewman\crewman 2) (sleep 215) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (predict_model_section objects\cinematics\human\cigar\cigar_bent\cigar_bent 0) (predict_model_section objects\cinematics\effects\x05_building_debris\x05_building_debris 0) (sleep 215) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\characters\marine\crewman\crewman 0) (predict_model_section objects\characters\marine\crewman\crewman 1) (predict_model_section objects\characters\marine\crewman\crewman 2) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) ) ) (script dormant x05_03_predict (begin (sleep 2) (predict_model_section objects\cinematics\matte_paintings\substance_space\substance_space 0) (predict_model_section objects\cinematics\effects\x05_building_debris\x05_building_debris 0) (sleep 5) (predict_model_section scenarios\objects\forerunner\industrial\halo\halo 0) (sleep 27) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 2) (predict_model_section objects\cinematics\human\hev\hev_chute\hev_chute 0) ) ) (script dormant x05_04_predict (begin (sleep 3) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\cinematics\human\inamberclad_hevbay\inamberclad_hevbay 0) (predict_model_section objects\cinematics\human\cigar\cigar_bent\cigar_bent 0) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (sleep 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 48) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 63) (predict_model_section objects\characters\marine\crewman\crewman 0) (predict_model_section objects\characters\marine\crewman\crewman 1) (predict_model_section objects\characters\marine\crewman\crewman 2) (sleep 214) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\cinematics\human\cigar\cigar_bent\cigar_bent 0) (sleep 13) (predict_model_section objects\cinematics\human\hev\hev_chute\hev_chute 0) (sleep 128) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section scenarios\objects\nature\trees\tree_leafy\tree_leafy_small\tree_leafy_small 0) (predict_model_section objects\characters\marine\crewman\crewman 0) (predict_model_section objects\characters\marine\crewman\crewman 1) (predict_model_section objects\characters\marine\crewman\crewman 2) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 1) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\cinematics\human\cigar\cigar_bent\cigar_bent 0) (sleep 91) (predict_model_section objects\cinematics\human\hev\hev_door\hev_door 0) ) ) (script dormant x05_05_predict (begin (sleep 2) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (predict_model_section objects\cinematics\human\hev\hev_chute\hev_chute 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) ) ) (script dormant x05_06a_predict (begin (sleep 2) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\cinematics\human\inamberclad_hevbay\inamberclad_hevbay 0) ) ) (script dormant x05_06b_predict (begin (sleep 2) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 60) (sleep 121) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\characters\marine\crewman\crewman 0) (predict_model_section objects\characters\marine\crewman\crewman 1) (predict_model_section objects\characters\marine\crewman\crewman 2) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 238) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\characters\marine\crewman\crewman 0) (predict_model_section objects\characters\marine\crewman\crewman 1) (predict_model_section objects\characters\marine\crewman\crewman 2) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (predict_model_section objects\cinematics\matte_paintings\substance_space\substance_space 0) (predict_model_section scenarios\objects\forerunner\industrial\halo\halo 0) (sleep 31) (predict_model_section objects\cinematics\matte_paintings\delta_halo_close\delta_halo_close 0) ) ) (script dormant x05_07_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant x05_08_predict (begin (sleep 2) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (predict_model_section objects\cinematics\human\inamberclad_hevbay\inamberclad_hevbay 0) (sleep 101) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 6) (predict_model_section objects\cinematics\matte_paintings\delta_halo_close\delta_halo_close 0) (sleep 66) (predict_model_section scenarios\objects\forerunner\industrial\halo\halo 0) (predict_model_section objects\cinematics\matte_paintings\substance_space\substance_space 0) (sleep 40) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) ) ) (script dormant 05_intro_01_predict (begin (sleep 2) (predict_model_section objects\cinematics\matte_paintings\delta_islands\delta_islands 0) (predict_model_section objects\cinematics\matte_paintings\delta_horizon\delta_horizon 0) (sleep 5) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (predict_model_section objects\cinematics\human\hev_reentry\hev_reentry 0) (predict_model_section objects\cinematics\human\hev\hev_chute\hev_chute 0) (sleep 75) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 4) (predict_model_section objects\cinematics\human\hev\hev_chute\hev_chute 0) (sleep 97) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (sleep 54) (predict_model_section objects\cinematics\human\hev\hev_chute\hev_chute 0) (predict_model_section objects\cinematics\matte_paintings\delta_islands\delta_islands 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 106) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 0 False) ) ) (script dormant 05_intro_02_predict (begin (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 4 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 12 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 3 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 13 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 1 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 14 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 69 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 70 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 72 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 74 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 83 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 90 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 71 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 76 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 80 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 82 True) (predict_model_section objects\cinematics\human\hev\hev_door\hev_door 0) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_ancient_medium\tree_ancient_medium 1) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_ancient_large\tree_ancient_large 1) (predict_model_section objects\cinematics\human\hev\hev 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 59 False) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 0) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 1) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 2) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 3) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 4) (sleep 5) (predict_model_section objects\vehicles\c_turret_ap\c_turret_ap 10) (predict_model_section objects\vehicles\c_turret_ap\c_turret_ap 11) (predict_model_section objects\characters\jackal\jackal 8) (predict_model_section objects\characters\grunt\grunt 20) (predict_model_section objects\characters\grunt\grunt 21) (predict_model_section objects\characters\grunt\grunt 22) (predict_model_section objects\characters\grunt\grunt 23) (predict_model_section objects\characters\grunt\grunt 24) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 0) (predict_model_section objects\characters\masterchief\masterchief 8) (predict_model_section objects\characters\masterchief\masterchief 9) (predict_model_section objects\characters\masterchief\masterchief 10) (predict_model_section objects\characters\masterchief\masterchief 11) (predict_model_section objects\characters\grunt\grunt 10) (predict_model_section objects\characters\grunt\grunt 11) (predict_model_section objects\characters\grunt\grunt 12) (predict_model_section objects\characters\grunt\grunt 13) (predict_model_section objects\characters\grunt\grunt 14) (sleep 138) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 2 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 29 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 59 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 41 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 27 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 40 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 39 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 10 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 17 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 22 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 65 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 52 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 53 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 54 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 55 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 56 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 119 True) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_bush\tree_bush 0) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_branch\tree_branch 0) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_ancient_large\tree_ancient_large 0) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 3) (predict_model_section scenarios\objects\nature\trees\tree_leafy\tree_leafy_small\tree_leafy_small 1) (sleep 76) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (sleep 60) (predict_model_section objects\weapons\melee\jackal_shield\jackal_shield 0) (predict_model_section objects\weapons\melee\jackal_shield\jackal_shield 1) ) ) (script dormant 05_intro_03_predict (begin (sleep 4) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 2 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 76 True) (sleep 7) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 10 True) (sleep 4) (predict_model_section objects\cinematics\human\hev\hev 1) (sleep 3) (predict_model_section objects\characters\grunt\grunt 20) (predict_model_section objects\characters\grunt\grunt 21) (predict_model_section objects\characters\grunt\grunt 22) (predict_model_section objects\characters\grunt\grunt 23) (predict_model_section objects\characters\grunt\grunt 24) (predict_model_section objects\cinematics\human\hev\hev_door\hev_door 0) (predict_model_section objects\characters\marine\marine 11) (predict_model_section objects\characters\marine\marine 15) (predict_model_section objects\characters\marine\marine 6) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 16 True) (predict_model_section objects\vehicles\c_turret_ap\c_turret_ap 10) (predict_model_section objects\vehicles\c_turret_ap\c_turret_ap 11) (predict_model_section objects\weapons\rifle\smg\smg 0) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_bush\tree_bush 0) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 59 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 68 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 19 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 20 True) (predict_model_section objects\weapons\grenade\frag_grenade\frag_grenade 0) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 0) (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 88 True) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_ancient_large\tree_ancient_large 1) (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 29 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 80 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 87 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 93 True) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 3 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 17 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 22 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 84 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 85 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 86 True) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 28 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 95 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 96 True) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_ancient_medium\tree_ancient_medium 1) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 27 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 101 True) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 97 True) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 89 True) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 99 True) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_branch\tree_branch 0) (sleep 1) (predict_model_section objects\weapons\support_high\rocket_launcher\rocket_launcher 2) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 90 True) (sleep 1) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 0) (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 73 True) (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 94 True) (sleep 89) (predict_model_section scenarios\objects\special\invisible_box1x2x2\invisible_box1x2x2 0) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 98 True) (sleep 15) (predict_model_section objects\weapons\support_high\rocket_launcher\rocket_launcher 0) (sleep 22) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 12 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 14 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 13 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 1 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 69 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 70 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 72 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 74 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 76 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 79 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 83 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 71 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 80 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 82 True) (predict_model_section objects\characters\jackal\jackal 8) (predict_model_section objects\weapons\melee\jackal_shield\jackal_shield 0) (predict_model_section objects\weapons\melee\jackal_shield\jackal_shield 1) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_ancient_medium\tree_ancient_medium 0) (predict_model_section objects\weapons\rifle\smg\smg 2) (predict_model_section objects\cinematics\human\hev\hev 0) (sleep 22) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 88 True) (sleep 2) (predict_model_section objects\weapons\support_high\rocket_launcher\rocket_launcher 2) (sleep 5) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 29 False) (sleep 17) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 17 True) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 28 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 27 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 86 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 95 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 96 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 97 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 99 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 94 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 101 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 98 True) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 0) (sleep 8) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 73 True) (sleep 3) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 96 True) (sleep 8) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 95 True) (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 28 False) (sleep 5) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 71 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 72 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 78 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 79 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 81 True) (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 27 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 101 True) (sleep 40) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 84 True) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_ancient_large\tree_ancient_large 0) (sleep 4) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (sleep 5) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 80 True) (sleep 9) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 14 False) (sleep 12) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 29) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 62) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\weapons\support_high\rocket_launcher\rocket_launcher 2) (sleep 65) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 4 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 3 False) (sleep 47) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 3 False) ) ) (script static teleport_bridge (begin (ai_erase_all) (ai_place lz_warthog_01) (device_set_position da_bridge 0.5) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) (ai_place_in_vehicle allies_lz_ledge lz_warthog_01) (object_teleport (ai_vehicle_get_from_starting_location lz_warthog_01/driver) bridge_player0) (sleep_forever mission) (sleep_intro) (garbage_collect_now) (game_save) (ai_set_orders lz_warthog_01 allies_bridge_pause) (wake bridges_start) (sleep_until (= (volume_test_objects vol_winding_path (players)) True)) (wake winding_path_start) (wake old_temple_entrance_start) (sleep_until (= (volume_test_objects vol_tunnel_01 (players)) True)) (wake tunnel_start) (wake old_temple_start) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (wake grotto_start) (sleep_until (= (volume_test_objects vol_approach (players)) True)) (wake temple_approach_start) (wake tower1_start) ) ) (script static teleport_winding_path (begin (ai_erase_all) (ai_place bridge_tank) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player0) ) (object_teleport (ai_vehicle_get_from_starting_location bridge_tank/driver) winding_path_player0) (ai_set_orders all_allies allies_w_path_follow) (sleep_forever mission) (sleep_intro) (sleep_bridge) (garbage_collect_now) (game_save) (wake winding_path_start) (wake old_temple_entrance_start) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep_until (= (volume_test_objects vol_tunnel_01 (players)) True)) (wake tunnel_start) (wake old_temple_start) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (wake grotto_start) (sleep_until (= (volume_test_objects vol_approach (players)) True)) (wake temple_approach_start) (wake tower1_start) ) ) (script static teleport_temple_ent (begin (ai_erase_all) (ai_place bridge_tank) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player0) ) (object_teleport (ai_vehicle_get_from_starting_location bridge_tank/driver) temple_ent_player0) (ai_set_orders all_allies temple_ent_all) (sleep_forever mission) (sleep_intro) (sleep_bridge) (sleep_winding_path) (garbage_collect_now) (game_save) (wake old_temple_entrance_start) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep_until (= (volume_test_objects vol_tunnel_01 (players)) True)) (wake tunnel_start) (wake old_temple_start) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (wake grotto_start) (sleep_until (= (volume_test_objects vol_approach (players)) True)) (wake temple_approach_start) (wake tower1_start) ) ) (script static teleport_tunnel (begin (ai_erase_all) (ai_place bridge_tank) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player0) ) (object_teleport (ai_vehicle_get_from_starting_location bridge_tank/driver) tunnel_player0) (ai_set_orders all_allies allies_tunnel_follow) (sleep_forever mission) (sleep_intro) (sleep_bridge) (sleep_winding_path) (sleep_temple_ent) (garbage_collect_now) (game_save) (wake tunnel_start) (wake old_temple_start) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (wake grotto_start) (sleep_until (= (volume_test_objects vol_approach (players)) True)) (wake temple_approach_start) (wake tower1_start) ) ) (script static teleport_old_temple (begin (ai_erase_all) (ai_place bridge_tank) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player0) ) (object_teleport (ai_vehicle_get_from_starting_location bridge_tank/driver) old_temple_player0) (ai_set_orders all_allies allies_old_temple_follow) (sleep_forever mission) (sleep_intro) (sleep_bridge) (sleep_winding_path) (sleep_temple_ent) (sleep_tunnel) (garbage_collect_now) (game_save) (wake old_temple_start) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (wake grotto_start) (sleep_until (= (volume_test_objects vol_approach (players)) True)) (wake temple_approach_start) (wake tower1_start) ) ) (script static teleport_grotto (begin (ai_erase_all) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (object_teleport (player0) grotto_player0) (object_teleport (player1) grotto_player1) (sleep_forever mission) (sleep_intro) (sleep_bridge) (sleep_winding_path) (sleep_temple_ent) (sleep_tunnel) (sleep_old_temple) (garbage_collect_now) (game_save) (wake grotto_start) (sleep_until (= (volume_test_objects vol_approach (players)) True)) (wake temple_approach_start) (wake tower1_start) ) ) (script static teleport_approach (begin (ai_erase_all) (switch_bsp 1) (sleep 1) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (object_teleport (player0) approach_player0) (object_teleport (player1) approach_player1) (sleep_forever mission) (sleep_intro) (sleep_bridge) (sleep_winding_path) (sleep_temple_ent) (sleep_tunnel) (sleep_old_temple) (sleep_grotto) (garbage_collect_now) (game_save) (wake temple_approach_start) (wake tower1_start) ) ) (script static teleport_tower1 (begin (ai_erase_all) (switch_bsp 1) (sleep 1) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (object_teleport (player0) tower1_player0) (object_teleport (player1) tower1_player1) (sleep_forever mission) (sleep_intro) (sleep_bridge) (sleep_winding_path) (sleep_temple_ent) (sleep_tunnel) (sleep_old_temple) (sleep_grotto) (sleep_approach) (garbage_collect_now) (game_save) (wake tower1_start) ) )
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(global string data_mine_mission_segment "") (global short sound_offset 15) (global short prediction_offset 45) (global short straggler_no 0) (global effe phantom_boom effects\scenarios\solo\deltatemple\phantom_explosion) (global short lz_turret_count 2) (global bool lz_mounted_up False) (global bool ride_ally_comment_go False) (global bool lz_pelican_in_sight False) (global bool lz_pelican_arrived False) (global bool turrets_down False) (global bool lz_phantom_01_leaving False) (global bool lz_phantom_02_leaving False) (global bool lz_phantom_03_leaving False) (global bool wraith_warning_go False) (global short bridge_vehicles_total 1) (global bool regret_ally_comment_go False) (global bool bunker_holo_trans False) (global bool bunker_holo_chant True) (global bool bridge_ally_comment_go False) (global bool bridge_pelican_in_sight False) (global bool bridge_pelican_arrived False) (global real bridge_state 0) (global short w_path_turret_count 1) (global short w_path_spawn_count 5) (global short temple_ent_near_turret 1) (global short temple_ent_far_turret 1) (global short temple_ent_spawn_count 5) (global bool temple_ent_phase_01 False) (global bool temple_ent_phase_02 False) (global bool structure_comment_go False) (global bool old_temple_pel_comment_go False) (global bool old_temple_bombs_away False) (global short old_temple_veh_total 2) (global bool old_temple_ghosts_over False) (global bool old_temple_chatter False) (global bool old_temp_middle_go False) (global bool court_holo_chant True) (global bool court_holo_trans False) (global short grotto_final_snipers 1) (global bool tower1_holo_trans False) (global bool tower1_holo_chant True) (global bool who_points True) (script static player0 (begin (unit (list_get (players) 0)) ) ) (script static player1 (begin (unit (list_get (players) 1)) ) ) (script static player_count (begin (list_count (players)) ) ) (script static end_segment (begin (camera_control True) (cinematic_start) (fade_out 0 0 0 15) (sleep 30) (print "end gameplay segment! thank you for playing!") (sleep 15) (print "grab jaime or paul to give feedback!") (player_action_test_reset) (sleep 15) (print "press the a button to reset!") (sleep_until (player_action_test_accept)) (print "reloading map...") (sleep 15) (map_reset) ) ) (script static difficulty_legendary (begin (= (game_difficulty_get) legendary) ) ) (script static difficulty_heroic (begin (= (game_difficulty_get) heroic) ) ) (script static difficulty_normal (begin (= (game_difficulty_get) normal) ) ) (script static cinematic_skip_start (begin (cinematic_skip_start_internal) (game_save_cinematic_skip) (sleep_until (not (game_saving)) 1) (not (game_reverted)) ) ) (script static cinematic_skip_stop (begin (cinematic_skip_stop_internal) (if (not (game_reverted)) (game_revert)) ) ) (script static cinematic_fade_to_white (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 1 1 1 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_white (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_white_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 1 1 1 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_from_black_bars (begin (cinematic_stop) (cinematic_show_letterbox_immediate True) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_fade_to_black (begin (player_enable_input False) (player_camera_control False) (hud_cinematic_fade 0 0.5) (cinematic_start) (fade_out 0 0 0 30) (sleep 30) (camera_control True) ) ) (script static cinematic_fade_from_black (begin (hud_cinematic_fade 1 0.5) (cinematic_stop) (camera_control False) (fade_in 0 0 0 15) (sleep 15) (player_enable_input True) (player_camera_control True) ) ) (script static cinematic_snap_to_black (begin (player_enable_input False) (player_camera_control False) (fade_out 0 0 0 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_snap_to_white (begin (player_enable_input False) (player_camera_control False) (fade_out 1 1 1 0) (hud_cinematic_fade 0 0) (cinematic_start) (cinematic_show_letterbox_immediate True) (camera_control True) ) ) (script static cinematic_stash_players (begin (object_hide (player0) True) (object_hide (player1) True) (object_cannot_take_damage (players)) ) ) (script static cinematic_unstash_players (begin (object_hide (player0) False) (object_hide (player1) False) (object_can_take_damage (players)) ) ) (script dormant _stealth_toggle_monitor (begin (sleep_until (begin (sleep_until (if (and (>= (unit_get_shield (player0) ) 1) (player_action_test_vision_trigger)) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (unit_set_maximum_vitality (player0) 50 0) (unit_set_current_vitality (player0) 50 0) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) (sleep_until (or (< (object_get_health (player0) ) 1) (player_action_test_vision_trigger)) 1) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (unit_set_maximum_vitality (player0) 30 70) (object_set_shield (player0) 0) (sleep 30) (player_action_test_reset) False) 1) ) ) (script dormant _stealth_timer_monitor (begin (sleep_until (begin (sleep_until (if (player_action_test_vision_trigger) (= 1 1) (begin (player_action_test_reset) (= 1 0) )) 1) (cheat_active_camouflage_by_player 0 True) (print "stealth engaged") (sleep 15) (player_action_test_reset) (sleep_until (or (player_action_test_vision_trigger) (player_action_test_primary_trigger) (player_action_test_grenade_trigger) (player_action_test_melee)) 1 (* 9 30)) (cheat_active_camouflage_by_player 0 False) (print "stealth disengaged") (sleep 30) (player_action_test_reset) (sleep_until (begin (print "+") False) 30 (* 5 30)) False) 1) ) ) (script static activate_stealth_toggle_monitor (begin (sleep 1) ) ) (script static activate_stealth_timer_monitor (begin (sleep 1) ) ) (script static playtest_mission (begin (if (game_is_playtest) (begin (sleep 30) (hud_set_training_text playtest_raisehand) (hud_show_training_text True) (player_action_test_reset) (sleep_until (player_action_test_accept) 1) (hud_show_training_text False) (sleep 30) )) ) ) (script static x05_01_predict_stub (begin (wake x05_01_predict) ) ) (script static x05_02_predict_stub (begin (wake x05_02_predict) ) ) (script static x05_03_predict_stub (begin (wake x05_03_predict) ) ) (script static x05_04_predict_stub (begin (wake x05_04_predict) ) ) (script static x05_05_predict_stub (begin (wake x05_05_predict) ) ) (script static x05_06a_predict_stub (begin (wake x05_06a_predict) ) ) (script static x05_06b_predict_stub (begin (wake x05_06b_predict) ) ) (script static x05_07_predict_stub (begin (wake x05_07_predict) ) ) (script static x05_08_predict_stub (begin (wake x05_08_predict) ) ) (script static 05_intro_01_predict_stub (begin (wake 05_intro_01_predict) ) ) (script static 05_intro_02_predict_stub (begin (wake 05_intro_02_predict) ) ) (script static 05_intro_03_predict_stub (begin (wake 05_intro_03_predict) ) ) (script dormant x05_score_01 (begin (sleep 40) (sound_impulse_start sound\cinematics\05_deltahalo\x05\music\x05_01_mus none 1) (print "x05 score 01 start") ) ) (script dormant x05_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_01_fol none 1) (print "x05 foley 01 start") ) ) (script dormant x05_slipspace_open (begin (sleep 10) (print "effect - slipspace open") (object_create_anew x05_slipspace) (sleep 300) (object_destroy x05_slipspace) ) ) (script dormant x05_cinematic_lighting_scene_01 (begin (cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99) (cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0 0 0) (object_uses_cinematic_lighting carrier True) (object_uses_cinematic_lighting iac True) (object_uses_cinematic_lighting x05_debris True) ) ) (script static x05_02_problem_actors (begin (print "problem actors") (object_create_anew miranda) (object_create_anew iac_bridge) (object_cinematic_lod miranda True) (object_cinematic_lod iac_bridge True) ) ) (script static x05_01_setup (begin (object_create_anew carrier) (object_create_anew iac) (object_create_anew x05_debris) (object_cinematic_lod carrier True) (object_cinematic_lod iac True) (object_cinematic_lod x05_debris True) (wake x05_score_01) (wake x05_foley_01) (wake x05_slipspace_open) (wake x05_cinematic_lighting_scene_01) ) ) (script static x05_01_cleanup (begin (object_destroy carrier) ) ) (script static x05_scene_01 (begin (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (x05_01_predict_stub) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\music\x05_01_mus) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_01_fol) (sleep prediction_offset) (x05_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_01 none anchor_flag_x05) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 iac_01 anchor_x05) (scenery_animation_start_relative carrier scenarios\objects\covenant\military\capital_ship\x05\x05 capital_ship_01 anchor_x05) (scenery_animation_start_relative x05_debris objects\cinematics\effects\x05_building_debris\x05\x05 debris_01 anchor_x05) (fade_in 0 0 0 30) (sleep (- (camera_time) prediction_offset)) (x05_02_predict_stub) (x05_02_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_02_fol) (sleep (camera_time)) (x05_01_cleanup) ) ) (script dormant x05_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_02_fol none 1) (print "x05 foley 02 start") ) ) (script dormant x05_0010_mir (begin (sleep 0) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0010_mir miranda 1) (cinematic_subtitle x05_0010_mir 1) (unit_set_emotional_state miranda shocked 0.5 15) (print "miranda - shocked .5 15") (unit_set_emotional_state nav_officer annoyed 0.25 0) (print "nav_officer - pain .5 0") (unit_set_emotional_state weap_officer annoyed 0.5 0) (print "nav_officer - annoyed .5 0") (sleep 153) (unit_set_emotional_state miranda pensive 0.5 30) (print "miranda - pensive .25 30") ) ) (script dormant x05_0020_mir (begin (sleep 25) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0020_mir miranda 1) (cinematic_subtitle x05_0020_mir 1) ) ) (script dormant x05_0030_no1 (begin (sleep 51) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0030_no1 nav_officer 1) (cinematic_subtitle x05_0030_no1 2) ) ) (script dormant x05_0040_wo1 (begin (sleep 127) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0040_wo1 weap_officer 1) (cinematic_subtitle x05_0040_wo1 2) ) ) (script dormant x05_0050_mir (begin (sleep 204) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0050_mir miranda 1) (cinematic_subtitle x05_0050_mir 2) ) ) (script dormant x05_0060_mir (begin (sleep 272) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0060_mir none 1 radio_default_in) (cinematic_subtitle x05_0060_mir 2) ) ) (script dormant x05_0070_mir (begin (sleep 327) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0070_mir none 1 radio_default_out) (cinematic_subtitle x05_0070_mir 1) (sleep 27) (unit_set_emotional_state johnson inquisitive 0.5 10) (print "johnson - inquisitive .5 10") ) ) (script dormant x05_0080_jon (begin (sleep 367) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0080_jon johnson 1) (cinematic_subtitle x05_0080_jon 2) ) ) (script dormant x05_0090_cor (begin (sleep 437) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0090_cor none 1 radio_default_loop) (cinematic_subtitle x05_0090_cor 1) ) ) (script dormant x05_0100_no1 (begin (sleep 481) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0100_no1 nav_officer 1) (cinematic_subtitle x05_0100_no1 3) (unit_set_emotional_state miranda pensive 0.5 0) (print "miranda - pensive .5 0") (unit_set_emotional_state nav_officer shocked 0.5 30) (print "nav_officer - shocked .5 30") (sleep 90) (unit_set_emotional_state miranda shocked 0.5 120) (print "miranda - shocked .5 120") (sleep 60) (unit_set_emotional_state miranda shocked 0.25 90) (print "miranda - shocked .25 90") (sleep 75) (unit_set_emotional_state miranda shocked 0.05 60) (print "miranda - shocked .05 60") ) ) (script dormant x05_0110_mir (begin (sleep 594) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0110_mir miranda 1) (cinematic_subtitle x05_0110_mir 3) ) ) (script dormant x05_fov_02 (begin (sleep 49) (camera_set_field_of_view 36 0) (print "fov change: 60 -> 36 over 0 ticks") (sleep 154) (camera_set_field_of_view 60 0) (print "fov change: 36 -> 60 over 0 ticks") ) ) (script dormant x05_05_dof_scene_02 (begin (sleep 49) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 0 0 0 1 1 0) (print "rack focus") (sleep 76) (cinematic_screen_effect_set_depth_of_field 1 0 1 0.5 1 0 0.5) (print "rack focus") (sleep 78) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant x05_light_scene_02_bridge_1 (begin (print "light bridge") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) (object_uses_cinematic_lighting miranda True) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting johnson True) (object_uses_cinematic_lighting nav_officer True) (object_uses_cinematic_lighting weap_officer True) (object_uses_cinematic_lighting cigar True) (object_uses_cinematic_lighting iac_bridge True) (object_uses_cinematic_lighting hev_bay True) (object_uses_cinematic_lighting hev_01 True) (object_uses_cinematic_lighting hev_02 True) (object_uses_cinematic_lighting hev_03 True) (object_uses_cinematic_lighting hev_04 True) (object_uses_cinematic_lighting hev_05 True) (object_uses_cinematic_lighting hev_06 True) (object_uses_cinematic_lighting hev_07 True) (object_uses_cinematic_lighting hev_08 True) (object_uses_cinematic_lighting hev_09 True) (object_uses_cinematic_lighting hev_10 True) (object_uses_cinematic_lighting hev_11 True) (object_uses_cinematic_lighting hev_12 True) (object_uses_cinematic_lighting hev_13 True) (object_uses_cinematic_lighting hev_14 True) (object_uses_cinematic_lighting hev_15 True) (object_uses_cinematic_lighting hev_16 True) (object_uses_cinematic_lighting hev_17 True) ) ) (script dormant x05_light_scene_02_hev_1 (begin (sleep 264) (print "light hev") (cinematic_lighting_set_primary_light 8 172 0.55 0.39 0.26) (cinematic_lighting_set_secondary_light -46 246 0.19 0.18 0.26) (cinematic_lighting_set_ambient_light 0.04 0.04 0.05) ) ) (script dormant x05_light_scene_02_bridge_2 (begin (sleep 479) (print "light bridge") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ) ) (script static x05_02_setup (begin (object_create_anew chief) (object_create_anew johnson) (object_create_anew nav_officer) (object_create_anew weap_officer) (object_create_anew cigar) (object_create_anew_containing "hev") (object_cinematic_lod chief True) (object_cinematic_lod johnson True) (object_cinematic_lod nav_officer True) (object_cinematic_lod weap_officer True) (object_cinematic_lod cigar True) (object_cinematic_lod hev_bay True) (object_cinematic_lod hev_01 True) (object_cinematic_lod hev_02 True) (object_cinematic_lod hev_03 True) (object_cinematic_lod hev_04 True) (object_cinematic_lod hev_05 True) (object_cinematic_lod hev_06 True) (object_cinematic_lod hev_07 True) (object_cinematic_lod hev_08 True) (object_cinematic_lod hev_09 True) (object_cinematic_lod hev_10 True) (object_cinematic_lod hev_11 True) (object_cinematic_lod hev_12 True) (object_cinematic_lod hev_13 True) (object_cinematic_lod hev_14 True) (object_cinematic_lod hev_15 True) (object_cinematic_lod hev_16 True) (object_cinematic_lod hev_17 True) (wake x05_0010_mir) (wake x05_0020_mir) (wake x05_0030_no1) (wake x05_0040_wo1) (wake x05_0050_mir) (wake x05_0060_mir) (wake x05_0070_mir) (wake x05_0080_jon) (wake x05_0090_cor) (wake x05_0100_no1) (wake x05_0110_mir) (wake x05_foley_02) (wake x05_fov_02) (wake x05_05_dof_scene_02) (wake x05_light_scene_02_bridge_1) (wake x05_light_scene_02_hev_1) (wake x05_light_scene_02_bridge_2) ) ) (script static x05_scene_02 (begin (x05_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_02 none anchor_flag_x05) (custom_animation_relative miranda objects\characters\miranda\x05\x05 miranda_02 False anchor_x05) (custom_animation_relative chief objects\characters\masterchief\x05\x05 chief_02 False anchor_x05) (custom_animation_relative johnson objects\characters\marine\x05\x05 johnson_02 False anchor_x05) (custom_animation_relative nav_officer objects\characters\marine\x05\x05 nav_02 False anchor_x05) (custom_animation_relative weap_officer objects\characters\marine\x05\x05 weap_02 False anchor_x05) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_bent\x05\x05 cigar_bent_02 anchor_x05) (scenery_animation_start_relative hev_01 objects\cinematics\human\hev\x05\x05 hev01_02 anchor_x05) (scenery_animation_start_relative hev_02 objects\cinematics\human\hev\x05\x05 hev02_02 anchor_x05) (scenery_animation_start_relative hev_03 objects\cinematics\human\hev\x05\x05 hev03_02 anchor_x05) (scenery_animation_start_relative hev_04 objects\cinematics\human\hev\x05\x05 hev04_02 anchor_x05) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x05\x05 bridge_02 anchor_x05) (scenery_animation_start_relative hev_bay objects\cinematics\human\inamberclad_hevbay\x05\x05 hevbay_02 anchor_x05) (sleep (- (camera_time) prediction_offset)) (x05_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\music\x05_03_mus) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_03_fol) (sleep (camera_time)) ) ) (script dormant x05_score_03 (begin (sleep 113) (sound_impulse_start sound\cinematics\05_deltahalo\x05\music\x05_03_mus none 1) (print "x05 score 03 start") ) ) (script dormant x05_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_03_fol none 1) (print "x05 foley 03 start") ) ) (script dormant x05_0120_cor (begin (sleep 60) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0120_cor none 1 radio_default_loop) (cinematic_subtitle x05_0120_cor 2) ) ) (script dormant x05_cinematic_lighting_scene_03 (begin (cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99) (cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script static x05_03_setup (begin (object_create_anew delta_halo) (object_create_anew matte_substance) (object_uses_cinematic_lighting delta_halo True) (wake x05_score_03) (wake x05_foley_03) (wake x05_0120_cor) ) ) (script static x05_scene_03 (begin (x05_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_03 none anchor_flag_x05) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 iac_03 anchor_x05) (scenery_animation_start_relative x05_debris objects\cinematics\effects\x05_building_debris\x05\x05 debris_03 anchor_x05) (scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\x05\x05 halo_03 anchor_x05) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\x05\x05 substance_space_03 anchor_x05) (sleep (- (camera_time) prediction_offset)) (x05_04_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_04_fol) (sleep (camera_time)) (object_destroy x05_debris) ) ) (script dormant x05_foley_04 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_04_fol none 1) (print "x05 foley 04 start") ) ) (script dormant x05_0130_jon (begin (sleep 12) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0130_jon johnson 1) (cinematic_subtitle x05_0130_jon 1) (unit_set_emotional_state johnson shocked 0.75 10) (print "johnson - shocked .75 10") ) ) (script dormant x05_0140_mir (begin (unit_set_emotional_state miranda shocked 0.25 0) (print "miranda - shocked .25 0") (sleep 63) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0140_mir miranda 1) (cinematic_subtitle x05_0140_mir 2) (unit_set_emotional_state miranda pain 0.25 60) (print "miranda - pain .25 60") ) ) (script dormant x05_0150_mir (begin (sleep 132) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0150_mir miranda 1) (cinematic_subtitle x05_0150_mir 2) ) ) (script dormant x05_0160_cor (begin (sleep 202) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0160_cor none 1 radio_default_loop) (cinematic_subtitle x05_0160_cor 4) ) ) (script dormant x05_0170_mir (begin (sleep 340) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0170_mir none 1 radio_default_loop) (cinematic_subtitle x05_0170_mir 3) ) ) (script dormant x05_0180_mir (begin (sleep 418) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0180_mir none 1 radio_default_loop) (cinematic_subtitle x05_0180_mir 2) (unit_set_emotional_state miranda angry 0.25 0) (print "miranda - angry .25 0") ) ) (script dormant x05_0181_mir (begin (sleep 483) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0181_mir miranda 1) (cinematic_subtitle x05_0181_mir 2) (texture_camera_off) ) ) (script dormant x05_0190_cor (begin (sleep 550) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0190_cor none 1 radio_default_loop) (cinematic_subtitle x05_0190_cor 1) ) ) (script dormant x05_0200_mir (begin (sleep 573) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0200_mir miranda 1) (cinematic_subtitle x05_0200_mir 1) ) ) (script dormant x05_0210_wo1 (begin (sleep 602) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0210_wo1 weap_officer 1) (cinematic_subtitle x05_0210_wo1 3) (unit_set_emotional_state weap_officer pensive 0.5 60) (print "weap_officer - pensive .5 60") ) ) (script dormant x05_0220_mir (begin (sleep 704) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0220_mir miranda 1) (cinematic_subtitle x05_0220_mir 1) ) ) (script dormant x05_texture_camera_scene_04 (begin (object_create_anew texture_camera) (texture_camera_set_object_marker texture_camera marker 50) (scenery_animation_start_relative texture_camera objects\cinematics\texture_camera\x05\x05 texture_camera_04 anchor_x05) ) ) (script dormant x05_fov_04 (begin (time_code_reset) (sleep 588) (camera_set_field_of_view 34 0) (print "fov change: 60 -> 34 over 0 ticks") ) ) (script dormant x05_05_dof_scene_04 (begin (sleep 589) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 0.5 0 0 0 1 1 0) (print "rack focus") (sleep 112) (cinematic_screen_effect_set_depth_of_field 0.5 0 1 0.25 1 0 0.25) (print "rack focus") ) ) (script dormant x05_cinematic_lighting_scene_04 (begin (cinematic_lighting_set_primary_light 8 172 0.55 0.39 0.26) (cinematic_lighting_set_secondary_light -46 246 0.19 0.18 0.26) (cinematic_lighting_set_ambient_light 0.04 0.04 0.05) ) ) (script dormant x05_light_scene_04_bridge_1 (begin (sleep 49) (print "light bridge") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ) ) (script dormant x05_light_scene_04_hev_1 (begin (sleep 326) (print "light hev") (cinematic_lighting_set_primary_light 8 172 0.55 0.39 0.26) (cinematic_lighting_set_secondary_light -46 246 0.19 0.18 0.26) (cinematic_lighting_set_ambient_light 0.04 0.04 0.05) ) ) (script dormant x05_light_scene_04_bridge_2 (begin (sleep 467) (print "light bridge") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ) ) (script static x05_04_setup (begin (wake x05_0130_jon) (wake x05_0140_mir) (wake x05_0150_mir) (wake x05_0160_cor) (wake x05_0170_mir) (wake x05_0180_mir) (wake x05_0181_mir) (wake x05_0190_cor) (wake x05_0200_mir) (wake x05_0210_wo1) (wake x05_0220_mir) (wake x05_texture_camera_scene_04) (wake x05_fov_04) (wake x05_05_dof_scene_04) (wake x05_cinematic_lighting_scene_04) (wake x05_light_scene_04_bridge_1) (wake x05_light_scene_04_hev_1) (wake x05_light_scene_04_bridge_2) (wake x05_foley_04) ) ) (script static x05_04_cleanup (begin (object_destroy cigar) (object_destroy texture_camera) (cinematic_screen_effect_stop) ) ) (script static x05_scene_04 (begin (x05_04_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_04 none anchor_flag_x05) (custom_animation_relative miranda objects\characters\miranda\x05\x05 miranda_04 False anchor_x05) (custom_animation_relative chief objects\characters\masterchief\x05\x05 chief_04 False anchor_x05) (custom_animation_relative johnson objects\characters\marine\x05\x05 johnson_04 False anchor_x05) (custom_animation_relative nav_officer objects\characters\marine\x05\x05 nav_04 False anchor_x05) (custom_animation_relative weap_officer objects\characters\marine\x05\x05 weap_04 False anchor_x05) (scenery_animation_start_relative cigar objects\cinematics\human\cigar\cigar_bent\x05\x05 cigar_bent_04 anchor_x05) (scenery_animation_start_relative hev_01 objects\cinematics\human\hev\x05\x05 hev01_04 anchor_x05) (scenery_animation_start_relative hev_02 objects\cinematics\human\hev\x05\x05 hev02_04 anchor_x05) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x05\x05 bridge_04 anchor_x05) (scenery_animation_start_relative hev_bay objects\cinematics\human\inamberclad_hevbay\x05\x05 hevbay_04 anchor_x05) (scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\x05\x05 halo_04 anchor_x05) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\x05\x05 substance_space_04 anchor_x05) (sleep (- (camera_time) prediction_offset)) (x05_05_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_05_fol) (sleep (camera_time)) (x05_04_cleanup) ) ) (script dormant x05_foley_05 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_05_fol none 1) (print "x05 foley 05 start") ) ) (script dormant x05_0230_mir (begin (sleep 0) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0230_mir none 1) (cinematic_subtitle x05_0230_mir 6) ) ) (script dormant x05_cinematic_lighting_scene_05 (begin (cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99) (cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script static x05_05_setup (begin (wake x05_0230_mir) (wake x05_foley_05) (wake x05_cinematic_lighting_scene_05) ) ) (script static x05_scene_05 (begin (x05_05_setup) (camera_set_field_of_view 60 0) (print "fov change: 34 -> 60 over 0 ticks") (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_05 none anchor_flag_x05) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 iac_05 anchor_x05) (scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\x05\x05 halo_05 anchor_x05) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\x05\x05 substance_space_05 anchor_x05) (sleep (- (camera_time) prediction_offset)) (x05_06a_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\music\x05_06a_mus) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_06a_fol) (sleep (camera_time)) ) ) (script dormant x05_score_06a (begin (sleep 113) (sound_impulse_start sound\cinematics\05_deltahalo\x05\music\x05_06a_mus none 1) (print "x05 score 06a start") ) ) (script dormant x05_foley_06a (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_06a_fol none 1) (print "x05 foley 06a start") ) ) (script dormant x05_0240_mir (begin (sleep 0) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0240_mir none 1 radio_default_in) (cinematic_subtitle x05_0240_mir 4) ) ) (script dormant x05_cinematic_light_scene_06a (begin (cinematic_lighting_set_primary_light 8 172 0.55 0.39 0.26) (cinematic_lighting_set_secondary_light -46 246 0.19 0.18 0.26) (cinematic_lighting_set_ambient_light 0.04 0.04 0.05) ) ) (script static x05_06b_problem_actors (begin (object_create_anew johnson) (object_cinematic_lod johnson True) (object_uses_cinematic_lighting johnson True) ) ) (script static x05_06a_setup (begin (object_destroy johnson) (wake x05_score_06a) (wake x05_foley_06a) (wake x05_0240_mir) (wake x05_cinematic_light_scene_06a) ) ) (script static x05_scene_06a (begin (x05_06a_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_06a none anchor_flag_x05) (custom_animation_relative chief objects\characters\masterchief\x05\x05 chief_06a False anchor_x05) (scenery_animation_start_relative hev_01 objects\cinematics\human\hev\x05\x05 hev01_06a anchor_x05) (scenery_animation_start_relative hev_bay objects\cinematics\human\inamberclad_hevbay\x05\x05 hevbay_06a anchor_x05) (cinematic_screen_effect_start True) (sleep (- (camera_time) prediction_offset)) (x05_06b_predict_stub) (x05_06b_problem_actors) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_06b_fol) (sleep (- (camera_time) 5)) (cinematic_screen_effect_set_crossfade 1) (sleep 5) ) ) (script dormant x05_foley_06b (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_06b_fol none 1) (print "x05 foley 06b start") ) ) (script dormant x05_0250_mir (begin (sleep 9) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0250_mir none 1 radio_default_loop) (cinematic_subtitle x05_0250_mir 3) ) ) (script dormant x05_0260_jon (begin (sleep 89) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0260_jon johnson 1) (cinematic_subtitle x05_0260_jon 1) ) ) (script dormant x05_0270_mir (begin (sleep 125) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0270_mir none 1 radio_default_loop) (cinematic_subtitle x05_0270_mir 3) ) ) (script dormant x05_0280_mir (begin (sleep 225) (sound_impulse_start_effect sound\dialog\levels\05_deltatemple\cinematics\x05_0280_mir none 1 radio_default_out) (cinematic_subtitle x05_0280_mir 2) ) ) (script dormant x05_0290_mas (begin (sleep 320) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0290_mas chief 1) (cinematic_subtitle x05_0290_mas 1) ) ) (script dormant x05_0300_wo1 (begin (sleep 356) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0300_wo1 weap_officer 1) (cinematic_subtitle x05_0300_wo1 2) ) ) (script dormant x05_fov_06b (begin (sleep 358) (camera_set_field_of_view 35 0) (print "fov change: 60 -> 35 over 0 ticks") ) ) (script dormant x05_light_scene_06b_bridge_1 (begin (time_code_reset) (sleep 358) (print "light bridge") (cinematic_lighting_set_primary_light -52 292 0.08 0.15 0.22) (cinematic_lighting_set_secondary_light -73 160 0.117647 0.117647 0.176471) (cinematic_lighting_set_ambient_light 0.06 0.05 0.04) ) ) (script static x05_07_problem_actors (begin (print "problem actors") (object_create_anew matte_delta_halo_close) ) ) (script static x05_06b_setup (begin (wake x05_0250_mir) (wake x05_0260_jon) (wake x05_0270_mir) (wake x05_0280_mir) (wake x05_0290_mas) (wake x05_0300_wo1) (wake x05_foley_06b) (wake x05_fov_06b) (wake x05_light_scene_06b_bridge_1) ) ) (script static x05_06b_cleanup (begin (object_destroy miranda) (object_destroy johnson) (object_destroy nav_officer) (object_destroy weap_officer) ) ) (script static x05_scene_06b (begin (x05_06b_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_06b none anchor_flag_x05) (custom_animation_relative miranda objects\characters\miranda\x05\x05 miranda_06b False anchor_x05) (custom_animation_relative chief objects\characters\masterchief\x05\x05 chief_06b False anchor_x05) (custom_animation_relative johnson objects\characters\marine\x05\x05 johnson_06b False anchor_x05) (custom_animation_relative nav_officer objects\characters\marine\x05\x05 nav_06b False anchor_x05) (custom_animation_relative weap_officer objects\characters\marine\x05\x05 weap_06b False anchor_x05) (scenery_animation_start_relative hev_01 objects\cinematics\human\hev\x05\x05 hev01_06b anchor_x05) (scenery_animation_start_relative hev_02 objects\cinematics\human\hev\x05\x05 hev02_06b anchor_x05) (scenery_animation_start_relative hev_03 objects\cinematics\human\hev\x05\x05 hev03_06b anchor_x05) (scenery_animation_start_relative hev_04 objects\cinematics\human\hev\x05\x05 hev04_06b anchor_x05) (scenery_animation_start_relative iac_bridge objects\cinematics\human\inamberclad_bridge\x05\x05 bridge_06b anchor_x05) (scenery_animation_start_relative hev_bay objects\cinematics\human\inamberclad_hevbay\x05\x05 hevbay_06b anchor_x05) (sleep (- (camera_time) prediction_offset)) (x05_07_predict_stub) (sleep (- (camera_time) 15)) (x05_07_problem_actors) (sleep (camera_time)) (x05_06b_cleanup) ) ) (script dormant x05_cinematic_lighting_scene_07 (begin (cinematic_lighting_set_primary_light 34 146 0.51 0.79 0.99) (cinematic_lighting_set_secondary_light 6 118 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0 0 0) ) ) (script static x05_scene_07 (begin (wake x05_cinematic_lighting_scene_07) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_07 none anchor_flag_x05) (camera_set_field_of_view 60 0) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 iac_07 anchor_x05) (scenery_animation_start_relative matte_substance objects\cinematics\matte_paintings\substance_space\x05\x05 substance_space_07 anchor_x05) (scenery_animation_start_relative matte_delta_halo_close objects\cinematics\matte_paintings\delta_halo_close\x05\x05 delta_halo_close_07 anchor_x05) (sleep (- (camera_time) prediction_offset)) (x05_08_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\x05\foley\x05_08_fol) (sleep (camera_time)) ) ) (script dormant x05_foley_08 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\x05\foley\x05_08_fol none 1) (print "x05 foley 08 start") ) ) (script dormant x05_0310_cor (begin (sleep 9) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\x05_0310_cor none 1) (cinematic_subtitle x05_0310_cor 1) ) ) (script dormant effect_hev_release (begin (sleep 40) (effect_new_on_object_marker effects\cinematics\05\hev_explosive_bolt hev_bay explosive_bolt06) (effect_new_on_object_marker effects\cinematics\05\hev_launch_steam hev_bay steam_vent06) (print "effects - first hev") (sleep 56) (effect_new_on_object_marker effects\cinematics\05\hev_explosive_bolt hev_bay explosive_bolt05) (effect_new_on_object_marker effects\cinematics\05\hev_launch_steam hev_bay steam_vent05) (print "effects - second hev") (sleep 37) (effect_new_on_object_marker effects\cinematics\05\hev_explosive_bolt hev_bay explosive_bolt04) (effect_new_on_object_marker effects\cinematics\05\hev_launch_steam hev_bay steam_vent04) (print "effects - second hev") (sleep 29) (effect_new_on_object_marker effects\cinematics\05\hev_explosive_bolt hev_bay explosive_bolt03) (effect_new_on_object_marker effects\cinematics\05\hev_launch_steam hev_bay steam_vent03) (print "effects - second hev") ) ) (script dormant effect_corona (begin (sleep 320) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_start hev_10 ) (print "effect - re-entry corona") ) ) (script dormant x05_effect_shake_01 (begin (sleep 300) (print "shake") (player_effect_set_max_rotation 0 1 1) (player_effect_start 0.5 3) ) ) (script dormant x05_cinematic_lighting_scene_08 (begin (cinematic_lighting_set_primary_light 8 172 0.55 0.39 0.26) (cinematic_lighting_set_secondary_light -46 246 0.19 0.18 0.26) (cinematic_lighting_set_ambient_light 0.04 0.04 0.05) ) ) (script dormant x05_light_scene_08_space (begin (sleep 172) (print "light space") (cinematic_lighting_set_primary_light -21 32 0.48 0.53 0.69) (cinematic_lighting_set_secondary_light -17 214 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0.11 0.11 0.14) ) ) (script dormant destroy_chief (begin (sleep 52) (object_destroy chief) (print "destroy chief") ) ) (script static x05_08_setup (begin (wake x05_0310_cor) (wake x05_foley_08) (wake destroy_chief) (wake effect_hev_release) (wake effect_corona) (wake x05_effect_shake_01) (wake x05_cinematic_lighting_scene_08) (wake x05_light_scene_08_space) ) ) (script static x05_08_cleanup (begin (object_destroy delta_halo) (object_destroy_containing "iac") (object_destroy_containing "hev") (object_destroy_containing "matte") (player_effect_stop 0) ) ) (script static x05_scene_08 (begin (x05_08_setup) (camera_set_animation_relative objects\characters\cinematic_camera\x05\x05 x05_08 none anchor_flag_x05) (scenery_animation_start_relative iac objects\cinematics\human\inamberclad\x05\x05 iac_08 anchor_x05) (custom_animation_relative chief objects\characters\masterchief\x05\x05 chief_08 False anchor_x05) (scenery_animation_start_relative hev_01 objects\cinematics\human\hev\x05\x05 hev01_08 anchor_x05) (scenery_animation_start_relative hev_02 objects\cinematics\human\hev\x05\x05 hev02_08 anchor_x05) (scenery_animation_start_relative hev_03 objects\cinematics\human\hev\x05\x05 hev03_08 anchor_x05) (scenery_animation_start_relative hev_04 objects\cinematics\human\hev\x05\x05 hev04_08 anchor_x05) (scenery_animation_start_relative hev_05 objects\cinematics\human\hev\x05\x05 hev05_08 anchor_x05) (scenery_animation_start_relative hev_06 objects\cinematics\human\hev\x05\x05 hev06_08 anchor_x05) (scenery_animation_start_relative delta_halo scenarios\objects\forerunner\industrial\halo\x05\x05 halo_08 anchor_x05) (scenery_animation_start_relative hev_bay objects\cinematics\human\inamberclad_hevbay\x05\x05 hevbay_08 anchor_x05) (scenery_animation_start_relative matte_delta_halo_close objects\cinematics\matte_paintings\delta_halo_close\x05\x05 delta_halo_close_08 anchor_x05) (scenery_animation_start_relative hev_07 objects\cinematics\human\hev\x05\x05 hev07_08 anchor_x05) (scenery_animation_start_relative hev_08 objects\cinematics\human\hev\x05\x05 hev08_08 anchor_x05) (scenery_animation_start_relative hev_09 objects\cinematics\human\hev\x05\x05 hev09_08 anchor_x05) (scenery_animation_start_relative hev_10 objects\cinematics\human\hev\x05\x05 hev10_08 anchor_x05) (scenery_animation_start_relative hev_11 objects\cinematics\human\hev\x05\x05 hev11_08 anchor_x05) (scenery_animation_start_relative hev_12 objects\cinematics\human\hev\x05\x05 hev12_08 anchor_x05) (scenery_animation_start_relative hev_13 objects\cinematics\human\hev\x05\x05 hev13_08 anchor_x05) (scenery_animation_start_relative hev_14 objects\cinematics\human\hev\x05\x05 hev14_08 anchor_x05) (scenery_animation_start_relative hev_15 objects\cinematics\human\hev\x05\x05 hev15_08 anchor_x05) (scenery_animation_start_relative hev_16 objects\cinematics\human\hev\x05\x05 hev16_08 anchor_x05) (scenery_animation_start_relative hev_17 objects\cinematics\human\hev\x05\x05 hev17_08 anchor_x05) (sleep (- (camera_time) 5)) (fade_out 1 1 1 5) (sleep 5) (x05_08_cleanup) ) ) (script static x05 (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name bsp_x05) (sleep 1) (x05_scene_01) (x05_scene_02) (x05_scene_03) (x05_scene_04) (x05_scene_05) (x05_scene_06a) (x05_scene_06b) (x05_scene_07) (x05_scene_08) ) ) (script dormant c05_intro_foley_01 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intro\foley\c05_intro_01_fol none 1) (print "c05_intro foley 01 start") ) ) (script dormant c05_1010_cor (begin (sleep 192) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_1010_cor none 1) (cinematic_subtitle c05_1010_cor 1) ) ) (script dormant effect_burn_contrails (begin (effect_new_on_object_marker effects\cinematics\05\hev_reentry_burn corona_02 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_contrail corona_02 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_burn corona_03 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_contrail corona_03 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_burn corona_04 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_contrail corona_04 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_burn corona_05 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_contrail corona_05 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_burn corona_06 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_contrail corona_06 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_burn corona_07 ) (effect_new_on_object_marker effects\cinematics\05\hev_reentry_contrail corona_07 ) (print "effect - burn, contrail") ) ) (script dormant effect_chute_pins (begin (sleep 259) (print "effect - chute pins") (effect_new_on_object_marker effects\cinematics\05\hev_explosive_bolt hev_02 cable_release) ) ) (script dormant effect_retros_01 (begin (sleep 264) (print "effect - retro rockets") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_02 retro_rocket) ) ) (script dormant c05_intro_dof_01 (begin (time_code_reset) (sleep 79) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 20 0 0 0 5 5 0) (print "rack focus") ) ) (script dormant c05_intro_cinematic_light_01 (begin (cinematic_lighting_set_primary_light -21 32 0.48 0.53 0.69) (cinematic_lighting_set_secondary_light -17 214 0.18 0.22 0.41) (cinematic_lighting_set_ambient_light 0.11 0.11 0.14) (object_uses_cinematic_lighting chief True) (object_uses_cinematic_lighting hev_01 True) (object_uses_cinematic_lighting hev_02 True) (object_uses_cinematic_lighting hev_03 True) (object_uses_cinematic_lighting hev_04 True) (object_uses_cinematic_lighting hev_05 True) (object_uses_cinematic_lighting hev_06 True) (object_uses_cinematic_lighting hev_07 True) (object_uses_cinematic_lighting hev_chute True) ) ) (script dormant hev_unhide (begin (sleep 126) (print "hev unhide") (object_hide hev_06 False) ) ) (script dormant destroy_corona_02 (begin (sleep 210) (print "destroy corona 02") (object_destroy corona_02) ) ) (script static c05_intro_01_setup (begin (object_create_anew chief) (object_create_anew hev_01) (object_create_anew hev_02) (object_create_anew hev_03) (object_create_anew hev_04) (object_create_anew hev_05) (object_create_anew hev_06) (object_create_anew hev_07) (object_create_anew hev_chute) (object_create_anew corona_01) (object_create_anew corona_02) (object_create_anew corona_03) (object_create_anew corona_04) (object_create_anew corona_05) (object_create_anew corona_06) (object_create_anew corona_07) (object_create_anew matte_horizon) (object_create_anew matte_islands) (object_cinematic_lod chief True) (object_cinematic_lod hev_01 True) (object_cinematic_lod hev_02 True) (object_cinematic_lod hev_03 True) (object_cinematic_lod hev_04 True) (object_cinematic_lod hev_05 True) (object_cinematic_lod hev_06 True) (object_cinematic_lod hev_07 True) (object_cinematic_lod hev_chute True) (object_hide hev_06 True) (wake c05_1010_cor) (wake c05_intro_foley_01) (wake destroy_corona_02) (wake effect_burn_contrails) (wake hev_unhide) (wake effect_chute_pins) (wake effect_retros_01) (wake c05_intro_dof_01) (wake c05_intro_cinematic_light_01) ) ) (script static c05_intro_01_cleanup (begin (object_destroy chief_intro) (object_destroy_containing "matte") (object_destroy hev_01) (object_destroy hev_02) (object_destroy hev_03) (object_destroy hev_04) (object_destroy hev_05) (object_destroy hev_06) (object_destroy hev_07) (object_destroy_containing "corona") (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script static c05_intro_scene_01 (begin (fade_out 1 1 1 0) (camera_control True) (cinematic_start) (set cinematic_letterbox_style 1) (camera_set_field_of_view 60 0) (05_intro_01_predict_stub) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intro\foley\c05_intro_01_fol) (sleep prediction_offset) (c05_intro_01_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intro\05_intro 05_intro_01 none anchor_flag_x05) (custom_animation_relative chief objects\characters\masterchief\05_intro\05_intro chief_01 False anchor_x05) (scenery_animation_start_relative hev_01 objects\cinematics\human\hev\05_intro\05_intro hev01_01 anchor_x05) (scenery_animation_start_relative hev_02 objects\cinematics\human\hev\05_intro\05_intro hev02_01 anchor_x05) (scenery_animation_start_relative hev_03 objects\cinematics\human\hev\05_intro\05_intro hev03_01 anchor_x05) (scenery_animation_start_relative hev_04 objects\cinematics\human\hev\05_intro\05_intro hev04_01 anchor_x05) (scenery_animation_start_relative hev_05 objects\cinematics\human\hev\05_intro\05_intro hev05_01 anchor_x05) (scenery_animation_start_relative hev_06 objects\cinematics\human\hev\05_intro\05_intro hev06_01 anchor_x05) (scenery_animation_start_relative hev_07 objects\cinematics\human\hev\05_intro\05_intro hev07_01 anchor_x05) (scenery_animation_start_relative hev_chute objects\cinematics\human\hev\hev_chute\05_intro\05_intro hev_chute_01 anchor_x05) (scenery_animation_start_relative corona_02 objects\cinematics\human\hev_reentry\05_intro\05_intro hev_reentry02_01 anchor_x05) (scenery_animation_start_relative corona_03 objects\cinematics\human\hev_reentry\05_intro\05_intro hev_reentry03_01 anchor_x05) (scenery_animation_start_relative corona_04 objects\cinematics\human\hev_reentry\05_intro\05_intro hev_reentry04_01 anchor_x05) (scenery_animation_start_relative corona_05 objects\cinematics\human\hev_reentry\05_intro\05_intro hev_reentry05_01 anchor_x05) (scenery_animation_start_relative corona_06 objects\cinematics\human\hev_reentry\05_intro\05_intro hev_reentry06_01 anchor_x05) (scenery_animation_start_relative corona_07 objects\cinematics\human\hev_reentry\05_intro\05_intro hev_reentry07_01 anchor_x05) (scenery_animation_start_relative matte_horizon objects\cinematics\matte_paintings\delta_horizon\05_intro\05_intro delta_horizon_01 anchor_x05) (scenery_animation_start_relative matte_islands objects\cinematics\matte_paintings\delta_islands\05_intro\05_intro delta_islands_01 anchor_x05) (fade_in 1 1 1 15) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intro\foley\c05_intro_02_fol) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c05_intro_01_cleanup) ) ) (script dormant little_alien (begin (if (= easy (game_difficulty_get_real)) (begin (object_create_anew tree_toy) (objects_attach grunt_01 right_hand tree_toy ) (sleep 150) (object_destroy tree_toy) )) (if (= normal (game_difficulty_get_real)) (begin (object_create_anew grenade_toy_01) (object_create_anew grenade_toy_02) (objects_attach grunt_01 right_hand grenade_toy_01 ) (objects_attach grunt_01 left_hand grenade_toy_02 ) (sleep 150) (object_destroy grenade_toy_01) (object_destroy grenade_toy_02) )) (if (= heroic (game_difficulty_get_real)) (begin (object_create_anew intro_fire) (sleep 150) (object_destroy intro_fire) )) (if (= legendary (game_difficulty_get_real)) (begin (object_create_anew chief_toy) (object_create_anew grunt_toy) (objects_attach grunt_01 right_hand grunt_toy ) (objects_attach grunt_01 left_hand chief_toy ) (sleep 150) (object_destroy chief_toy) (object_destroy grunt_toy) )) ) ) (script dormant c05_intro_foley_02 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intro\foley\c05_intro_02_fol none 1) (print "c05_intro foley 02 start") ) ) (script dormant effect_retros_02 (begin (sleep 1) (print "effect - retro-rockets") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_01 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_02 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_03 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_04 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_05 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_06 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_07 retro_rocket) ) ) (script dormant effect_retros_03 (begin (sleep 310) (print "effect - retro-rockets") (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_01 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_02 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_03 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_04 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_05 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_06 retro_rocket) (effect_new_on_object_marker effects\cinematics\05\hev_retro_rocket hev_close_07 retro_rocket) ) ) (script dormant c05_intro_dof_02 (begin (time_code_reset) (sleep 218) (cinematic_screen_effect_start True) (cinematic_screen_effect_set_depth_of_field 1 1 1 0 0 0 0) (print "rack focus") (time_code_reset) (sleep 88) (cinematic_screen_effect_stop) (print "rack focus stop") ) ) (script dormant c05_intro_cinematic_light_02 (begin (cinematic_lighting_set_primary_light 43 284 0.45 0.39 0.27) (cinematic_lighting_set_secondary_light 1 112 0.25 0.26 0.73) (cinematic_lighting_set_ambient_light 0.11 0.12 0.07) (object_uses_cinematic_lighting hev_close_01 True) (object_uses_cinematic_lighting hev_close_02 True) (object_uses_cinematic_lighting hev_close_03 True) (object_uses_cinematic_lighting hev_close_04 True) (object_uses_cinematic_lighting hev_close_05 True) (object_uses_cinematic_lighting hev_close_06 True) (object_uses_cinematic_lighting hev_close_07 True) (object_uses_cinematic_lighting hev_close_08 True) (object_uses_cinematic_lighting grunt_01 True) (object_uses_cinematic_lighting jackal_01 True) (object_uses_cinematic_lighting intro_turret True) ) ) (script dormant jackal_shield_activate (begin (sleep 278) (print "jackal shield activate") (object_create_anew jackal_shield) (objects_attach jackal_01 shield_light jackal_shield ) (object_set_function_variable jackal_01 shield 1 1) ) ) (script static c05_intro_02_setup (begin (object_create_anew hev_close_01) (object_create_anew hev_close_02) (object_create_anew hev_close_03) (object_create_anew hev_close_04) (object_create_anew hev_close_05) (object_create_anew hev_close_06) (object_create_anew hev_close_07) (object_create_anew hev_close_08) (object_create_anew grunt_01) (object_create_anew jackal_01) (object_create_anew intro_turret) (object_cinematic_lod hev_close_01 True) (object_cinematic_lod hev_close_02 True) (object_cinematic_lod hev_close_03 True) (object_cinematic_lod hev_close_04 True) (object_cinematic_lod hev_close_05 True) (object_cinematic_lod hev_close_06 True) (object_cinematic_lod hev_close_07 True) (object_cinematic_lod hev_close_08 True) (object_cinematic_lod grunt_01 True) (object_cinematic_lod jackal_01 True) (object_cinematic_lod intro_turret True) (object_set_function_variable jackal_01 shield 0 0) (wake c05_intro_foley_02) (wake effect_retros_02) (wake effect_retros_03) (wake c05_intro_dof_02) (wake c05_intro_cinematic_light_02) (wake little_alien) (wake jackal_shield_activate) ) ) (script static c05_intro_scene_02 (begin (cinematic_lightmap_shadow_enable) (05_intro_02_predict_stub) (sleep prediction_offset) (c05_intro_02_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intro\05_intro 05_intro_02 none anchor_flag_intro) (custom_animation_relative grunt_01 objects\characters\grunt\05_intro\05_intro grunt_02 False anchor_intro) (custom_animation_relative jackal_01 objects\characters\jackal\05_intro\05_intro jackal_02 False anchor_intro) (custom_animation_relative intro_turret objects\vehicles\c_turret_ap\05_intro\05_intro turret_02 False anchor_intro) (scenery_animation_start_relative hev_close_01 objects\cinematics\human\hev\05_intro\05_intro hev01_02 anchor_intro) (scenery_animation_start_relative hev_close_02 objects\cinematics\human\hev\05_intro\05_intro hev02_02 anchor_intro) (scenery_animation_start_relative hev_close_03 objects\cinematics\human\hev\05_intro\05_intro hev03_02 anchor_intro) (scenery_animation_start_relative hev_close_04 objects\cinematics\human\hev\05_intro\05_intro hev04_02 anchor_intro) (scenery_animation_start_relative hev_close_05 objects\cinematics\human\hev\05_intro\05_intro hev05_02 anchor_intro) (scenery_animation_start_relative hev_close_06 objects\cinematics\human\hev\05_intro\05_intro hev06_02 anchor_intro) (scenery_animation_start_relative hev_close_07 objects\cinematics\human\hev\05_intro\05_intro hev07_02 anchor_intro) (sleep 5) (fade_in 1 1 1 15) (sleep (- (camera_time) prediction_offset)) (05_intro_03_predict_stub) (sleep (- (camera_time) sound_offset)) (sound_impulse_predict sound\cinematics\05_deltahalo\c05_intro\foley\c05_intro_03_fol) (sleep (camera_time)) (cinematic_screen_effect_stop) ) ) (script dormant c05_intro_foley_03 (begin (sleep 0) (sound_impulse_start sound\cinematics\05_deltahalo\c05_intro\foley\c05_intro_03_fol none 1) (print "c05_intro foley 03 start") ) ) (script dormant c05_1020_cor (begin (sleep 439) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_1020_cor none 1) (cinematic_subtitle c05_1020_cor 2.5) ) ) (script dormant c05_1030_cor (begin (sleep 552) (sound_impulse_start sound\dialog\levels\05_deltatemple\cinematics\c05_1030_cor none 1) (cinematic_subtitle c05_1030_cor 1) ) ) (script dormant effect_dust (begin (time_code_reset) (sleep 286) (effect_new effects\cinematics\05\hev_land c05_intro_pod_01) (print "first pod") (sleep 42) (effect_new effects\cinematics\05\hev_land c05_intro_pod_03) (print "second pod") (sleep 29) (effect_new effects\cinematics\05\hev_land c05_intro_pod_02) (print "third pod") ) ) (script dormant effect_hev_door_release (begin (sleep 390) (effect_new_on_object_marker effects\cinematics\05\hev_door_release hev_close_06 door_release) (print "effect - blow pins") ) ) (script dormant intro_turret_fire (begin (object_create turret_handheld) (objects_attach intro_turret primary_trigger turret_handheld ) (object_hide turret_handheld True) (sleep 131) (print "turret fire") (weapon_hold_trigger turret_handheld 0 True) (sleep 150) (weapon_hold_trigger turret_handheld 0 False) ) ) (script dormant intro_turret_fire_02 (begin (object_create turret_handheld_02) (objects_attach intro_turret_02 primary_trigger turret_handheld_02 ) (object_hide turret_handheld_02 True) (sleep 193) (print "turret_02 fire") (weapon_hold_trigger turret_handheld_02 0 True) (sleep 160) (weapon_hold_trigger turret_handheld_02 0 False) ) ) (script dormant 05_intro_fov_03_1 (begin (sleep 161) (print "fov switch") (camera_set_field_of_view 70 0) (print "fov change: 60 -> 70 over 0 ticks") ) ) (script dormant 05_intro_fov_03_2 (begin (sleep 280) (print "fov switch") (camera_set_field_of_view 60 0) (print "fov change: 70 -> 60 over 0 ticks") ) ) (script dormant c05_intro_cinematic_light_03 (begin (object_uses_cinematic_lighting chief_intro True) (object_uses_cinematic_lighting smg_01 True) (object_uses_cinematic_lighting rocket_01 True) ) ) (script dormant late_pods (begin (sleep 280) (scenery_animation_start_relative hev_close_06 objects\cinematics\human\hev\05_intro\05_intro hev06_03 anchor_intro) (scenery_animation_start_relative hev_close_07 objects\cinematics\human\hev\05_intro\05_intro hev07_03 anchor_intro) (scenery_animation_start_relative hev_close_08 objects\cinematics\human\hev\05_intro\05_intro hev08_03 anchor_intro) ) ) (script static c05_intro_03_setup (begin (object_create_anew chief_intro) (object_create_anew rocket_01) (object_create_anew smg_01) (object_create_anew intro_turret_02) (object_cinematic_lod chief_intro True) (object_cinematic_lod rocket_01 True) (object_cinematic_lod smg_01 True) (object_cinematic_lod intro_turret_02 True) (object_destroy intro_crate_01) (object_destroy intro_crate_02) (wake c05_1020_cor) (wake c05_1030_cor) (wake c05_intro_foley_03) (wake late_pods) (wake effect_dust) (wake effect_hev_door_release) (wake intro_turret_fire) (wake intro_turret_fire_02) (wake 05_intro_fov_03_1) (wake 05_intro_fov_03_2) (wake c05_intro_cinematic_light_03) ) ) (script static c05_intro_03_cleanup (begin (object_destroy chief_intro) (object_destroy grunt_01) (object_destroy jackal_01) (object_destroy_containing "turret") (object_destroy rocket_01) (object_destroy smg_01) (object_destroy_containing "hev_close") (object_create_anew intro_crate_01) (object_create_anew intro_crate_02) ) ) (script static c05_intro_scene_03 (begin (c05_intro_03_setup) (camera_set_animation_relative objects\characters\cinematic_camera\05_intro\05_intro 05_intro_03 none anchor_flag_intro) (custom_animation_relative grunt_01 objects\characters\grunt\05_intro\05_intro grunt_03 False anchor_intro) (custom_animation_relative jackal_01 objects\characters\jackal\05_intro\05_intro jackal_03 False anchor_intro) (custom_animation_relative intro_turret objects\vehicles\c_turret_ap\05_intro\05_intro turret_03 False anchor_intro) (custom_animation_relative intro_turret_02 objects\vehicles\c_turret_ap\05_intro\05_intro turret02_03 False anchor_intro) (scenery_animation_start_relative hev_close_01 objects\cinematics\human\hev\05_intro\05_intro hev01_03 anchor_intro) (scenery_animation_start_relative hev_close_02 objects\cinematics\human\hev\05_intro\05_intro hev02_03 anchor_intro) (scenery_animation_start_relative hev_close_03 objects\cinematics\human\hev\05_intro\05_intro hev03_03 anchor_intro) (scenery_animation_start_relative hev_close_04 objects\cinematics\human\hev\05_intro\05_intro hev04_03 anchor_intro) (scenery_animation_start_relative hev_close_05 objects\cinematics\human\hev\05_intro\05_intro hev05_03 anchor_intro) (scenery_animation_start_relative smg_01 objects\weapons\rifle\smg\05_intro\05_intro smg_03 anchor_intro) (sleep 400) (custom_animation_relative chief_intro objects\characters\masterchief\05_intro\05_intro chief_03 False anchor_intro) (scenery_animation_start_relative rocket_01 objects\weapons\support_high\rocket_launcher\05_intro\05_intro rocket_03 anchor_intro) (sleep (- (camera_time) 15)) (fade_out 1 1 1 15) (sleep 15) (c05_intro_03_cleanup) (sleep 30) (cinematic_lightmap_shadow_disable) ) ) (script static c05_intro (begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name bsp_x05) (sleep 1) (c05_intro_scene_01) (switch_bsp_by_name bsp_00) (sleep 1) (c05_intro_scene_02) (c05_intro_scene_03) ) ) (script command long_pause (begin (cs_abort_on_alert True) (sleep_forever) ) ) (script command forever_pause (begin (cs_pause -1) ) ) (script command abort (begin (cs_pause 0.1) ) ) (script dormant 05a_title0 (begin (cinematic_fade_from_white_bars) (sleep 30) (cinematic_set_title title_1) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) (game_save) ) ) (script dormant 05a_title1 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_2) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant 05a_title2 (begin (hud_cinematic_fade 0 0.5) (cinematic_show_letterbox True) (sleep 30) (cinematic_set_title title_3) (sleep 150) (hud_cinematic_fade 1 0.5) (cinematic_show_letterbox False) ) ) (script dormant objective_lz_set (begin (sleep 30) (print "new objective set:") (print "clear the landing zone for the pelicans.") (objectives_show_up_to 0) ) ) (script dormant objective_lz_clear (begin (print "objective complete:") (print "clear the landing zone for the pelicans.") (objectives_finish_up_to 0) ) ) (script dormant objective_bridge_set (begin (sleep 30) (print "new objective set:") (print "extend the bridge, and cross the chasm.") (objectives_show_up_to 1) ) ) (script dormant objective_bridge_clear (begin (print "objective complete:") (print "extend the bridge, and cross the chasm.") (objectives_finish_up_to 1) ) ) (script dormant objective_ruins_set (begin (sleep 30) (print "new objective set:") (print "push through the covenant-held ruins.") (objectives_show_up_to 2) ) ) (script dormant objective_ruins_clear (begin (print "objective complete:") (print "push through the covenant-held ruins.") (objectives_finish_up_to 2) ) ) (script dormant objective_tower1_set (begin (sleep 30) (print "new objective set:") (print "reach the towers in the lake.") (objectives_show_up_to 3) ) ) (script dormant objective_tower1_clear (begin (print "objective complete:") (print "reach the towers in the lake.") (objectives_finish_up_to 3) ) ) (script dormant music_05a_01_start (begin (print "music 05a_01 start") (sound_looping_start scenarios\solo\05a_deltaapproach\05a_music\05a_01 none 1) ) ) (script dormant music_05a_02_start (begin (print "music 05a_02 start") (sound_looping_start scenarios\solo\05a_deltaapproach\05a_music\05a_02 none 1) ) ) (script dormant music_05a_02_stop (begin (print "music 05a_02 stop") (sound_looping_stop scenarios\solo\05a_deltaapproach\05a_music\05a_02) ) ) (script dormant music_05a_03_start (begin (print "music 05a_03 start") (sound_looping_start scenarios\solo\05a_deltaapproach\05a_music\05a_03 none 1) ) ) (script dormant music_05a_03_stop (begin (print "music 05a_03 stop") (sound_looping_stop scenarios\solo\05a_deltaapproach\05a_music\05a_03) ) ) (script dormant music_05a_04_start (begin (print "music 05a_04 start") (sound_looping_start scenarios\solo\05a_deltaapproach\05a_music\05a_04 none 1) ) ) (script dormant music_05a_04_start_alt (begin (print "music 05a_04 start alt") (sound_looping_set_alternate scenarios\solo\05a_deltaapproach\05a_music\05a_04 True) ) ) (script dormant music_05a_04_stop (begin (print "music 05a_04 stop") (sound_looping_stop scenarios\solo\05a_deltaapproach\05a_music\05a_04) ) ) (script dormant music_05a_05_start (begin (print "music 05a_05 start") (sound_looping_start scenarios\solo\05a_deltaapproach\05a_music\05a_05 none 1) ) ) (script dormant music_05a_05_stop (begin (print "music 05a_05 stop") (sound_looping_stop scenarios\solo\05a_deltaapproach\05a_music\05a_05) ) ) (script dormant music_05a_06_start (begin (print "music 05a_06 start") (sound_looping_start scenarios\solo\05a_deltaapproach\05a_music\05a_06 none 1) ) ) (script dormant kill_volumes (begin (sleep_until (begin (sleep_until (= (structure_bsp_index) 0)) (kill_volume_enable kill_bsp00_lz) (kill_volume_enable kill_bsp00_all) (kill_volume_disable kill_bsp01_all) (kill_volume_disable kill_approach_ramp) (sleep_until (= (structure_bsp_index) 1)) (kill_volume_enable kill_bsp01_all) (kill_volume_enable kill_approach_ramp) (kill_volume_disable kill_bsp00_lz) (kill_volume_disable kill_bsp00_all) False) ) ) ) (script dormant kill_stragglers (begin (sleep_until (begin (if (and (= (objects_can_see_object (players) (list_get (ai_actors all_ai) straggler_no) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors all_ai) straggler_no)) 100)) (object_destroy (list_get (ai_actors all_ai) straggler_no))) (set straggler_no (+ straggler_no 1)) (if (> straggler_no 19) (set straggler_no 0)) False) ) ) ) (script dormant lights (begin (sleep_until (begin (sleep_until (or (= (volume_test_objects vol_lights_on_01 (players)) True) (= (volume_test_objects vol_lights_on_02 (players)) True) (= (volume_test_objects vol_lights_on_03 (players)) True) (= (volume_test_objects vol_lights_on_04 (players)) True) (= (volume_test_objects vol_lights_on_05 (players)) True) (= (volume_test_objects vol_lights_on_06 (players)) True))) (game_can_use_flashlights True) (sleep_until (and (= (volume_test_objects vol_lights_on_01 (players)) False) (= (volume_test_objects vol_lights_on_02 (players)) False) (= (volume_test_objects vol_lights_on_03 (players)) False) (= (volume_test_objects vol_lights_on_04 (players)) False) (= (volume_test_objects vol_lights_on_05 (players)) False) (= (volume_test_objects vol_lights_on_06 (players)) False))) (game_can_use_flashlights False) False) ) ) ) (script command lz_phantom_01_crash (begin (cs_pause -1) ) ) (script static lz_phantom_01_blows (begin (cs_run_command_script lz_phantom_01/pilot lz_phantom_01_crash) (begin_random (begin (effect_new_on_object_marker phantom_boom (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p) (sleep (random_range 10 60)) (print ".") ) (begin (effect_new_on_object_marker phantom_boom (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) right_gun) (sleep (random_range 10 60)) (print ".") ) (begin (effect_new_on_object_marker phantom_boom (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) left_gun) (sleep (random_range 10 60)) (print ".") ) (begin (effect_new_on_object_marker phantom_boom (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) chin_gun) (sleep (random_range 10 60)) (print ".") ) (begin (effect_new_on_object_marker phantom_boom (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) target_engine_left) (sleep (random_range 10 60)) (print ".") ) (begin (effect_new_on_object_marker phantom_boom (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) target_engine_right) (sleep (random_range 10 60)) (print ".") ) ) ) ) (script command stay_shooting (begin (cs_enable_targeting True) (cs_shoot True) (cs_set_behavior guard) (sleep_forever) ) ) (script static prep_return_from_intro (begin (if (difficulty_legendary) (set lz_turret_count 4)) (if (difficulty_heroic) (set lz_turret_count 3)) (if (difficulty_normal) (set lz_turret_count 2)) (ai_place lz_turrets_01) (ai_set_blind lz_turrets_01 True) (cs_run_command_script lz_turrets_01 stay_shooting) (set lz_turret_count (- lz_turret_count 1)) (begin_random (if (> lz_turret_count 0) (begin (ai_place lz_turrets_02) (ai_set_blind lz_turrets_02 True) (cs_run_command_script lz_turrets_02 stay_shooting) (set lz_turret_count (- lz_turret_count 1)) )) (if (> lz_turret_count 0) (begin (ai_place lz_turrets_03) (ai_set_blind lz_turrets_03 True) (cs_run_command_script lz_turrets_03 stay_shooting) (set lz_turret_count (- lz_turret_count 1)) )) (if (> lz_turret_count 0) (begin (ai_place lz_turrets_04) (ai_set_blind lz_turrets_04 True) (cs_run_command_script lz_turrets_04 stay_shooting) (set lz_turret_count (- lz_turret_count 1)) )) ) (if (difficulty_legendary) (begin (ai_place allies_lz_ledge 2) (ai_place lz_jackals_ridge 1) )) (if (difficulty_heroic) (begin (ai_place allies_lz_ledge 2) (ai_place allies_lz_ridge 1) (ai_place lz_jackals_ridge 1) )) (if (difficulty_normal) (begin (ai_place allies_lz_ledge 2) (ai_place allies_lz_ridge 1) (ai_place lz_jackals_ridge 1) )) (object_teleport (player0) lz_start_player0) (object_teleport (player1) lz_start_player1) ) ) (script dormant lz_pelican_wait (begin (sleep_until (and (= (volume_test_objects vol_lz_all (players)) False) (> (player_count) 0))) (if (and (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) False)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'let's wait for our warthog. unless you really want to walk...'") (sleep (ai_play_line_on_object none 0370)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script command drive_to_overlook_01 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to overlook/p2) (cs_go_to overlook/p3) (cs_go_to overlook/p6) (cs_go_to overlook/p7) (cs_go_to overlook/p4) (cs_go_to overlook/p5) (cs_go_to overlook/p1) ) ) (script command drive_to_overlook_02 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to overlook/p2) (cs_go_to overlook/p3) (cs_go_to overlook/p6) (cs_go_to overlook/p7) (cs_go_to overlook/p4) (cs_go_to overlook/p5) (cs_go_to overlook/p0) ) ) (script command lz_pelican_sighted (begin (set ride_ally_comment_go True) (cs_switch lz_odst) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "odst: 'here comes our ride!'") (cs_play_line 0380) ) ) (script command lz_saddle_up (begin (cs_switch lz_ally) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "ally: 'saddle-up! we're moving out!'") (cs_play_line 0050) ) ) (script dormant lz_pelican_timer (begin (sleep 8000) (object_destroy (ai_vehicle_get_from_starting_location lz_pelican_01/pilot)) (object_destroy (ai_vehicle_get_from_starting_location lz_pelican_02/pilot)) ) ) (script command lz_pelican_arrives (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_vehicle_boost True) (cs_fly_by lz_pelicans/pel_a_09 20) (cs_fly_by lz_pelicans/pel_a_08 20) (cs_fly_by lz_pelicans/pel_a_07 20) (cs_vehicle_boost False) (cs_fly_by lz_pelicans/pel_a_06 20) (set lz_pelican_in_sight True) (cs_vehicle_speed 0.5) (cs_fly_to lz_pelicans/pel_a_04 5) (cs_fly_to_and_face lz_pelicans/pel_a_04 lz_pelicans/p0 1) (cs_fly_to lz_pelicans/pel_a_05 1) (ai_set_orders lz_allies allies_lz_hogs) (sleep_until (and (= (volume_test_objects vol_lz_warthog (players)) False) (= (volume_test_objects vol_lz_warthog (ai_actors all_allies)) False) (> (player_count) 0))) (vehicle_unload (ai_vehicle_get_from_starting_location lz_pelican_01/pilot) pelican_lc) (sleep 45) (wake music_05a_02_start) (wake lz_pelican_timer) (vehicle_unload (ai_vehicle_get_from_starting_location lz_pelican_01/pilot) pelican_p) (sleep_until (< (ai_living_count lz_pelican_01) 4)) (set lz_pelican_arrived True) (cs_fly_to lz_pelicans/pel_a_04 1) (cs_vehicle_speed 1) (cs_fly_by lz_pelicans/pel_a_06 3) (cs_fly_by lz_pelicans/pel_a_07 20) (cs_vehicle_boost True) (cs_fly_by lz_pelicans/pel_a_09 20) (cs_fly_to lz_pelicans/pel_a_10 20) (ai_erase lz_pelican_01) ) ) (script command other_lz_pelican (begin (cs_enable_pathfinding_failsafe True) (cs_ignore_obstacles True) (cs_vehicle_boost True) (cs_fly_by lz_pelicans/pel_b_07 20) (cs_fly_by lz_pelicans/pel_b_06 20) (cs_fly_by lz_pelicans/pel_b_05 20) (cs_vehicle_boost False) (cs_fly_by lz_pelicans/pel_b_04 10) (cs_vehicle_speed 0.5) (cs_face True lz_pelicans/pel_a_05) (sleep_until (begin (if (= lz_pelican_arrived False) (cs_fly_by lz_pelicans/pel_b_02 3)) (if (= lz_pelican_arrived False) (cs_fly_by lz_pelicans/pel_b_03 3)) (= lz_pelican_arrived True) )) (cs_face False lz_pelicans/pel_a_05) (cs_fly_by lz_pelicans/pel_b_05 20) (cs_vehicle_speed 1) (cs_vehicle_boost True) (cs_fly_by lz_pelicans/pel_b_07 40) (cs_fly_to lz_pelicans/pel_b_08 30) (ai_erase lz_pelican_02) ) ) (script dormant lz_pelican (begin (ai_place lz_pelican_02) (cs_run_command_script lz_pelican_02/pilot other_lz_pelican) (sleep 120) (ai_place allies_lz_pelican (- 2 (ai_living_count all_allies))) (ai_place lz_pelican_01) (ai_place lz_warthog_01) (object_cannot_take_damage (ai_vehicle_get_from_starting_location lz_pelican_01/pilot)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_pelican_01/pilot) pelican_p (ai_actors allies_lz_pelican)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_pelican_01/pilot) pelican_lc (ai_vehicle_get_from_starting_location lz_warthog_01/driver)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_pelican_01/pilot) True) (cs_run_command_script lz_pelican_01/pilot lz_pelican_arrives) (ai_set_orders lz_allies allies_lz_all) (sleep_until (= lz_pelican_in_sight True)) (if (= lz_pelican_arrived False) (begin (sleep_until (or (ai_scene lz_pelican_sighted_scene lz_pelican_sighted lz_allies) (and (< (ai_living_count allies_lz_ledge) 1) (< (ai_living_count allies_lz_ridge) 1))) 30 150) (sleep 150) (if (= ride_ally_comment_go False) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'here comes our ride!'") (sleep (ai_play_line_on_object none 2020)) (sleep 30) (ai_dialogue_enable True) )) )) (sleep 240) (ai_dialogue_enable False) (sleep 60) (print "johnson: 'i got a good view coming in.'") (print "'there's a big building in the middle of this island's lake.'") (sleep (ai_play_line_on_object none 0020)) (sleep 30) (print "cortana: 'i saw it too. it looked like a temple.") (sleep (ai_play_line_on_object none 0030)) (sleep 15) (print "if i were a megalomaniac - and i'm not - that's where i'd be.") (sleep (ai_play_line_on_object none 0040)) (sleep 30) (ai_dialogue_enable True) (sleep_until (= lz_pelican_arrived True)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_warthog_01/driver) True) (ai_set_orders lz_allies allies_lz_hogs) (ai_scene lz_saddle_up_scene lz_saddle_up all_allies) (sleep_until (or (and (= (volume_test_objects vol_lz_all (players)) False) (> (player_count) 0)) (and (or (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) )) (or (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) (= (game_is_cooperative) False))))) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_warthog_01/driver) False) (game_save) (ai_enter_squad_vehicles all_allies) (set lz_mounted_up True) ) ) (script static short_lz_pel (begin (ai_place lz_pelican_02) (cs_run_command_script lz_pelican_02/pilot other_lz_pelican) (sleep 120) (ai_place allies_lz_pelican (- 4 (ai_living_count all_allies))) (ai_place lz_pelican_01) (ai_place lz_warthog_01) (object_cannot_take_damage (ai_vehicle_get_from_starting_location lz_pelican_01/pilot)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_pelican_01/pilot) pelican_p (ai_actors allies_lz_pelican)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_pelican_01/pilot) pelican_lc (ai_vehicle_get_from_starting_location lz_warthog_01/driver)) (cs_run_command_script lz_pelican_01/pilot lz_pelican_arrives) (sleep_until (> (ai_living_count lz_enemies_all) 1)) (ai_set_orders lz_allies allies_lz_all) (sleep_until (= lz_pelican_in_sight True)) (if (= lz_pelican_arrived False) (begin (sleep_until (or (ai_scene lz_pelican_sighted_scene lz_pelican_sighted lz_allies) (and (< (ai_living_count allies_lz_ledge) 1) (< (ai_living_count allies_lz_ridge) 1))) 30 150) (sleep 150) (if (= ride_ally_comment_go False) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'here comes our ride!'") (sleep (ai_play_line_on_object none 2020)) (sleep 30) (ai_dialogue_enable True) )) )) (sleep 240) (ai_dialogue_enable False) (sleep 60) (print "johnson: 'i got a good view coming in.'") (print "'there's a big building in the middle of this island's lake.'") (sleep (ai_play_line_on_object none 0020)) (sleep 30) (print "cortana: 'i saw it too. it looked like a temple.") (sleep (ai_play_line_on_object none 0030)) (sleep 15) (print "if i were a megalomaniac - and i'm not - that's where i'd be.") (sleep (ai_play_line_on_object none 0040)) (sleep 30) (ai_dialogue_enable True) (sleep_until (= lz_pelican_arrived True)) (ai_set_orders lz_allies allies_lz_hogs) (ai_scene lz_saddle_up_scene lz_saddle_up all_allies) (ai_enter_squad_vehicles all_allies) (sleep_until (> (ai_living_count lz_warthog_01) 1)) (ai_set_orders lz_warthog_01 allies_overlook_pause) ) ) (script dormant lz_turret_reminder (begin (sleep_until (< (ai_living_count lz_enemies_turrets) 1) 30 8000) (if (> (ai_living_count lz_enemies_turrets) 0) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'those turrets will tear the pelicans to shreds! take them out!'") (sleep (ai_play_line_on_object none 0310)) (sleep 30) (ai_dialogue_enable True) )) (sleep_until (< (ai_living_count lz_enemies_turrets) 1) 30 8000) (if (> (ai_living_count lz_enemies_turrets) 0) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'take out those turrets, chief!'") (sleep (ai_play_line_on_object none 2010)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script command odst_warning (begin (cs_switch lz_odst) (cs_start_approach_player 2 10 10) (cs_abort_on_damage True) (print "odst: 'sir! we gotta neutralize those turrets!'") (cs_play_line 0300) ) ) (script command odst_turrets_down (begin (cs_switch lz_odst) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "odst: 'clear this lz! the pelicans are right behind us!'") (cs_play_line 0010) ) ) (script dormant lz_turret_track (begin (sleep_until (< (ai_living_count lz_enemies_turrets) 1)) (print "all turrets down") (set turrets_down True) (sleep_until (or (ai_scene lz_turrets_down_scene odst_turrets_down all_allies) (< (ai_living_count all_allies) 1)) 30 600) ) ) (script dormant lz_phantom_01_drop (begin (object_set_phantom_power (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) True) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_a01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_a02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_a03) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_b01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_b02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_b03) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_c01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_c02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_c03) (ai_set_orders lz_elites_phantom_01 lz_enemies_phantom_01) (sleep 60) (object_set_phantom_power (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) False) ) ) (script command lz_phantom_arrives_01 (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 0.5) (cs_fly_by lz_airspace/ph0a) (cs_fly_by lz_airspace/ph1a) (cs_fly_by lz_airspace/ph2a) (cs_vehicle_speed 0.3) (cs_fly_to lz_airspace/pel6 2) (cs_fly_to_and_face lz_airspace/pel6 lz_airspace/p0 1) (wake lz_phantom_01_drop) (cs_fly_to_and_face lz_airspace/ph3a lz_airspace/p0 1) (sleep_until (< (ai_living_count lz_phantom_01) 2) 30 900) (set lz_phantom_01_leaving True) (cs_fly_by lz_airspace/ph2a) (cs_vehicle_speed 0.5) (cs_fly_by lz_airspace/ph1a) (cs_fly_by lz_airspace/ph0a) (cs_fly_to lz_airspace/phxa) (ai_erase lz_phantom_01) ) ) (script dormant lz_phantom_02_drop (begin (object_set_phantom_power (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) True) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_a01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_a02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_a03) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_b01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_b02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_b03) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_c01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_c02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_c03) (ai_set_orders lz_elites_phantom_02 lz_enemies_phantom_02) (sleep 60) (object_set_phantom_power (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) False) ) ) (script command lz_phantom_arrives_02 (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 0.5) (cs_fly_by lz_airspace/ph0b) (cs_fly_by lz_airspace/ph1b) (cs_fly_by lz_airspace/ph2b) (cs_vehicle_speed 0.3) (cs_fly_to lz_airspace/pel6 2) (cs_fly_to_and_face lz_airspace/pel6 lz_airspace/p1 1) (wake lz_phantom_02_drop) (cs_fly_to_and_face lz_airspace/ph3b lz_airspace/p1 2) (sleep_until (< (ai_living_count lz_phantom_02) 2) 30 900) (cs_fly_by lz_airspace/ph2b) (cs_vehicle_speed 0.5) (cs_fly_by lz_airspace/ph1b) (cs_fly_by lz_airspace/ph0b) (cs_fly_to lz_airspace/phxb) (ai_erase lz_phantom_02) (set lz_phantom_02_leaving True) ) ) (script command lz_phantom_arrives_03 (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 0.5) (cs_fly_by lz_airspace/ph0a) (cs_fly_by lz_airspace/ph1a) (cs_fly_by lz_airspace/ph2a) (cs_vehicle_speed 0.3) (cs_fly_to lz_airspace/ph3a 2) (cs_fly_to_and_face lz_airspace/ph3a lz_airspace/p0 1) (object_set_phantom_power (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) True) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_a01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_a02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_a03) (sleep_until (< (ai_living_count lz_phantom_01) 2) 30 900) (sleep 60) (object_set_phantom_power (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) False) (ai_set_active_camo lz_stealth_phantom_03 True) (cs_fly_by lz_airspace/ph2a) (cs_vehicle_speed 0.5) (cs_fly_by lz_airspace/ph1a) (cs_fly_by lz_airspace/ph0a) (cs_fly_to lz_airspace/phxa) (ai_erase lz_phantom_01) (set lz_phantom_03_leaving True) ) ) (script static lz_phantom_01_start (begin (ai_place lz_phantom_01) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_elites_phantom_01 2) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_jackals_phantom_01 (random_range 2 4)) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_grunts_phantom_01 (- 6 (ai_living_count lz_jackals_phantom_01))) )) (sleep 15) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_c (ai_actors lz_elites_phantom_01)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p (ai_actors lz_grunts_phantom_01)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p (ai_actors lz_jackals_phantom_01)) (sleep 15) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) True) (cs_run_command_script lz_phantom_01/pilot lz_phantom_arrives_01) (sleep 210) (print "saving") (game_save) (sleep_until (< (ai_living_count lz_phantom_01) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location lz_phantom_01/pilot)) ) ) (script static lz_phantom_02_start (begin (ai_place lz_phantom_02) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_elites_phantom_02 2) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_jackals_phantom_02 (random_range 2 4)) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_grunts_phantom_02 (- 6 (ai_living_count lz_jackals_phantom_02))) )) (sleep 15) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_c (ai_actors lz_elites_phantom_02)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p (ai_actors lz_jackals_phantom_02)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p (ai_actors lz_grunts_phantom_02)) (sleep 15) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) True) (cs_run_command_script lz_phantom_02/pilot lz_phantom_arrives_02) (sleep 150) (print "saving") (game_save) (sleep_until (< (ai_living_count lz_phantom_02) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location lz_phantom_02/pilot)) ) ) (script static lz_phantom_03_start (begin (ai_place lz_phantom_01) (ai_place lz_stealth_phantom_03 3) (sleep 15) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_a01 (ai_actors lz_stealth_phantom_03/1)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_a02 (ai_actors lz_stealth_phantom_03/2)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) phantom_p_a03 (ai_actors lz_stealth_phantom_03/3)) (sleep 15) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_phantom_01/pilot) True) (cs_run_command_script lz_phantom_01/pilot lz_phantom_arrives_03) (sleep 210) (print "saving") (game_save) (sleep_until (< (ai_living_count lz_phantom_01) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location lz_phantom_01/pilot)) ) ) (script static short_lz_ph_02 (begin (ai_allegiance prophet covenant) (ai_place lz_phantom_02) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_elites_phantom_02 2) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_jackals_phantom_02 (random_range 2 4)) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_grunts_phantom_02 (- 7 (ai_living_count lz_jackals_phantom_02))) )) (sleep 15) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p_c (ai_actors lz_elites_phantom_02)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p (ai_actors lz_jackals_phantom_02)) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) phantom_p (ai_actors lz_grunts_phantom_02)) (sleep 15) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_phantom_02/pilot) True) (cs_run_command_script lz_phantom_02/pilot lz_phantom_arrives_02) ) ) (script dormant lz_start (begin (data_mine_set_mission_segment "05a_1_landing_zone") (game_save) (wake lz_turret_track) (wake lz_turret_reminder) (sleep 5) (ai_scene lz_intro_inform_scene odst_warning allies_lz_ledge) (sleep 120) (ai_place lz_grunts_ledge 3) (ai_set_blind lz_turrets_01 False) (ai_set_blind lz_turrets_02 False) (ai_set_blind lz_turrets_03 False) (ai_set_blind lz_turrets_04 False) (sleep_until (or (and (= (volume_test_objects vol_entry_ledge (players)) False) (> (player_count) 0)) (< (ai_living_count lz_enemies_all) 3))) (game_save) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_jackals_ridge (- 2 (ai_living_count lz_jackals_ridge))) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_grunts_ridge (- 3 (ai_living_count lz_grunts_ledge))) )) (sleep_until (or (= (volume_test_objects vol_lz_leaving_ridge (players)) True) (< (ai_living_count lz_enemies_all) 1))) (ai_place lz_jackals_structure 1) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_elites_yard 2) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_jackals_yard (- 2 (ai_living_count lz_jackals_ridge))) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_grunts_yard (- 3 (+ (ai_living_count lz_grunts_ledge) (ai_living_count lz_grunts_ridge)))) )) (game_save) (sleep 30) (wake music_05a_01_start) (sleep_until (or (= (volume_test_objects vol_lz_in_yard_01 (players)) True) (< (ai_living_count lz_enemies_all) 3))) (game_save) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_elites_structure (- 2 (ai_living_count lz_elites_yard))) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_grunts_structure (- 5 (ai_living_count lz_enemies_yard))) )) (sleep_until (or (= (volume_test_objects vol_lz_in_yard_02 (players)) True) (< (ai_living_count lz_enemies_all) 3))) (game_save) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_elites_bunkered (- 2 (+ (ai_living_count lz_elites_yard) (ai_living_count lz_elites_structure)))) )) (if (< (ai_living_count lz_enemies_all) 11) (begin (ai_place lz_grunts_bunkered (- 5 (ai_living_count lz_enemies_structure))) )) (sleep_until (and (= turrets_down True) (< (ai_living_count lz_enemies_all) 1)) 30 1800) (sleep_until (= (ai_trigger_test "done_fighting" lz_enemies_all) True)) (sleep 90) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'artillery disabled, sergeant! landing zone secure for the moment.'") (sleep (ai_play_line_on_object none 0320)) (sleep 30) (print "johnson: 'i hear ya. starting our approach. hang tight.'") (sleep (ai_play_line_on_object none 0330)) (sleep 60) (print "cortana: 'easier said than done inbound phantoms, chief!'") (sleep (ai_play_line_on_object none 0340)) (sleep 30) (ai_dialogue_enable True) (lz_phantom_01_start) (sleep_until (< (ai_living_count lz_enemies_all) 1) 30 8000) (sleep_until (= (ai_trigger_test "done_fighting" lz_enemies_all) True)) (if (difficulty_legendary) (begin (sleep 60) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'another phantom! on approach!'") (sleep (ai_play_line_on_object none 0350)) (sleep 30) (ai_dialogue_enable True) (lz_phantom_02_start) (sleep_until (< (ai_living_count lz_enemies_all) 1) 30 8000) (sleep_until (= (ai_trigger_test "done_fighting" lz_enemies_all) True)) (lz_phantom_03_start) (sleep_until (< (ai_living_count lz_enemies_all) 1) 30 4000) (sleep_until (= (ai_trigger_test "done_fighting" lz_enemies_all) True)) (wake lz_pelican) (wake objective_lz_clear) ) (begin (sleep 60) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'another phantom! on approach!'") (sleep (ai_play_line_on_object none 0350)) (sleep 30) (ai_dialogue_enable True) (lz_phantom_02_start) (sleep_until (< (ai_living_count lz_enemies_all) 1) 30 8000) (sleep_until (= (ai_trigger_test "done_fighting" lz_enemies_all) True)) (wake lz_pelican) (wake objective_lz_clear) )) (sleep 90) (if (= lz_pelican_in_sight False) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'hold here until the pelican arrives, chief.'") (sleep (ai_play_line_on_object none 0360)) (sleep 30) (ai_dialogue_enable True) )) (game_save) (wake lz_pelican_wait) ) ) (script dormant overlook_reminder (begin (sleep_until (= (volume_test_objects vol_bridge_all (players)) True) 30 5400) (if (and (= (volume_test_objects vol_bridge_all (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'let's get moving before we're spotted, alright?'") (sleep (ai_play_line_on_object none 0430)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script command overlook_remark (begin (cs_switch overlook_ally) (cs_abort_on_damage True) (print "ally: 'whoa '") (cs_play_line 0390) (sleep 30) (print "ally: 'it's like a postcard.'") (cs_play_line 0400) (sleep 30) (print "ally: 'dear, sarge: kicking ass in outer space. wish you were here.'") (cs_play_line 0410) (sleep 30) (print "johnson: 'i heard that, jackass.'") (sleep (ai_play_line_on_object none 0420)) ) ) (script command overlook_wander1 (begin (cs_abort_on_alert True) (sleep_until (begin (begin_random (begin (cs_go_to overlook/jack01) (cs_face True overlook/jack_look) (sleep (random_range 30 90)) (cs_face False overlook/jack_look) ) (begin (cs_go_to overlook/jack02) (cs_face True overlook/jack_look) (sleep (random_range 30 90)) (cs_face False overlook/jack_look) ) (begin (cs_go_to overlook/jack06) (cs_face True overlook/jack05) (sleep (random_range 30 90)) (cs_face False overlook/jack05) ) ) False) ) ) ) (script command overlook_wander2 (begin (cs_abort_on_alert True) (sleep_until (begin (begin_random (begin (cs_go_to overlook/jack03) (cs_face True overlook/jack_look) (sleep (random_range 30 90)) (cs_face False overlook/jack_look) ) (begin (cs_go_to overlook/jack04) (cs_face True overlook/jack_look2) (sleep (random_range 30 90)) (cs_face False overlook/jack_look2) ) (begin (cs_go_to overlook/jack05) (cs_face True overlook/jack06) (sleep (random_range 30 90)) (cs_face False overlook/jack06) ) ) False) ) ) ) (script dormant overlook_start (begin (ai_disposable lz_enemies_all True) (data_mine_set_mission_segment "05a_2_overlook") (wake overlook_reminder) (game_save) (ai_place overlook_jackals_01 2) (if (difficulty_legendary) (ai_place overlook_jackals_02 2)) (if (difficulty_heroic) (ai_place overlook_jackals_02 1)) (sleep_until (= (volume_test_objects vol_overlook_pause (players)) True)) (sleep_until (or (< (ai_living_count overlook_jackals) 1) (= (volume_test_objects vol_bridge_all (players)) True))) (sleep_until (or (= (volume_test_objects vol_bridge_all (players)) True) (ai_scene overlook_remark_scene overlook_remark all_allies) (< (ai_living_count all_allies) 1)) 30 300) ) ) (script dormant bridge_cortana_comment (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'the covenant has control of the bridge ahead.'") (sleep (ai_play_line_on_object none 0440)) (sleep 15) (print "'they're going to try and bottle us up on this side of the gorge!'") (sleep (ai_play_line_on_object none 0450)) (sleep 30) (game_save) (sleep_until (= (volume_test_objects vol_bridge_near_bunker (players)) True)) (print "cortana: 'the controls to extend the bridge should be in this structure!'") (sleep (ai_play_line_on_object none 0460)) (sleep 30) (ai_dialogue_enable True) ) ) (script command bridge_wraith_warn (begin (set wraith_warning_go True) (cs_switch bridge_ally) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "ally: 'watch out, chief! wraiths on the far side!'") (cs_play_line 0480) ) ) (script dormant bridge_wraith_warning (begin (sleep 300) (sleep_until (or (ai_scene bridge_wraith_warn_scene bridge_wraith_warn all_allies) (< (ai_living_count all_allies) 1)) 30 150) (sleep 30) (if (= wraith_warning_go False) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'watch out, chief! wraiths on the far side!'") (sleep (ai_play_line_on_object none 2030)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script command bridge_phantom_01a (begin (cs_vehicle_boost True) (cs_fly_by bridge_airspace/ph0 10) (cs_fly_by bridge_airspace/ph1 10) (cs_vehicle_boost False) (cs_vehicle_speed 0.5) (cs_fly_to bridge_airspace/pel5 1) (cs_fly_to bridge_airspace/ph2 1) (vehicle_unload (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot) phantom_lc) (sleep_until (< (ai_living_count bridge_phantom_01) 2)) (cs_fly_to_and_face bridge_airspace/pel5 bridge_airspace/ph1 2) (cs_vehicle_speed 1) (cs_vehicle_boost True) (cs_fly_by bridge_airspace/ph1 10) (cs_fly_by bridge_airspace/ph0 10) (cs_vehicle_boost False) (cs_fly_to bridge_airspace/phx 20) (ai_erase bridge_phantom_01) ) ) (script command bridge_phantom_01b (begin (cs_vehicle_boost True) (cs_fly_by bridge_airspace/ph0 10) (cs_fly_by bridge_airspace/ph1too 10) (cs_vehicle_boost False) (cs_vehicle_speed 0.5) (cs_fly_to bridge_airspace/ph3 1) (cs_fly_to bridge_airspace/ph4 1) (vehicle_unload (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot) phantom_lc) (sleep_until (< (ai_living_count bridge_phantom_01) 2)) (cs_fly_to_and_face bridge_airspace/ph3 bridge_airspace/ph1 2) (cs_vehicle_speed 1) (cs_vehicle_boost True) (cs_fly_by bridge_airspace/ph1too 10) (cs_fly_by bridge_airspace/ph0 10) (cs_vehicle_boost False) (cs_fly_to bridge_airspace/phx 20) (ai_erase bridge_phantom_01) ) ) (script command bridge_phantom_02a (begin (cs_vehicle_boost True) (cs_fly_by bridge_airspace/pel0 10) (cs_fly_by bridge_airspace/pel1 10) (cs_fly_by bridge_airspace/pel2 20) (cs_vehicle_boost False) (cs_fly_by bridge_airspace/pel4 5) (cs_fly_to bridge_airspace/pel5 1) (cs_fly_to bridge_airspace/ph2 1) (vehicle_unload (ai_vehicle_get_from_starting_location bridge_phantom_02/pilot) phantom_lc) (sleep_until (< (ai_living_count bridge_phantom_02) 2)) (cs_fly_to_and_face bridge_airspace/pel5 bridge_airspace/pel4 2) (cs_vehicle_speed 1) (cs_fly_by bridge_airspace/pel4 5) (cs_fly_by bridge_airspace/pel3 5) (cs_fly_by bridge_airspace/pel2 5) (cs_fly_by bridge_airspace/pel1 5) (cs_fly_by bridge_airspace/pel0 5) (cs_fly_by bridge_airspace/pelx 5) (ai_erase bridge_phantom_02) ) ) (script command bridge_phantom_02b (begin (cs_vehicle_boost True) (cs_fly_by bridge_airspace/pel0 10) (cs_fly_by bridge_airspace/pel1 10) (cs_fly_by bridge_airspace/pel2 20) (cs_vehicle_boost False) (cs_fly_to bridge_airspace/ph3 1) (cs_fly_to bridge_airspace/ph4 1) (vehicle_unload (ai_vehicle_get_from_starting_location bridge_phantom_02/pilot) phantom_lc) (sleep_until (< (ai_living_count bridge_phantom_02) 2)) (cs_fly_to_and_face bridge_airspace/ph3 bridge_airspace/pel2 2) (cs_vehicle_speed 1) (cs_fly_by bridge_airspace/pel3 5) (cs_fly_by bridge_airspace/pel2 5) (cs_fly_by bridge_airspace/pel1 5) (cs_fly_by bridge_airspace/pel0 5) (cs_fly_by bridge_airspace/pelx 5) (ai_erase bridge_phantom_02) ) ) (script static bridge_phantom_reinforce_01a (begin (ai_place bridge_phantom_01) (ai_place bridge_phantom_ghosts_02) (sleep 60) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot) phantom_lc (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/1)) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot) phantom_lc (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/2)) (sleep 60) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot) True) (cs_run_command_script bridge_phantom_01/pilot bridge_phantom_01a) (sleep_until (< (ai_living_count bridge_phantom_01) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot)) ) ) (script static bridge_phantom_reinforce_01b (begin (ai_place bridge_phantom_01) (ai_place bridge_phantom_ghosts_01) (sleep 60) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot) phantom_lc (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_01/1)) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot) phantom_lc (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_01/2)) (sleep 60) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot) True) (cs_run_command_script bridge_phantom_01/pilot bridge_phantom_01b) (sleep_until (< (ai_living_count bridge_phantom_01) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot)) ) ) (script static bridge_phantom_reinforce_02a (begin (ai_place bridge_phantom_02) (ai_place bridge_phantom_ghosts_02) (sleep 60) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_phantom_02/pilot) phantom_lc (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/1)) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_phantom_02/pilot) phantom_lc (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/2)) (sleep 60) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_phantom_02/pilot) True) (cs_run_command_script bridge_phantom_02/pilot bridge_phantom_02a) (sleep_until (< (ai_living_count bridge_phantom_01) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot)) ) ) (script static bridge_phantom_reinforce_02b (begin (ai_place bridge_phantom_02) (ai_place bridge_phantom_ghosts_02) (sleep 60) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_phantom_02/pilot) phantom_lc (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/1)) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_phantom_02/pilot) phantom_lc (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/2)) (sleep 60) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_phantom_02/pilot) True) (cs_run_command_script bridge_phantom_02/pilot bridge_phantom_02b) (sleep_until (< (ai_living_count bridge_phantom_01) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location bridge_phantom_01/pilot)) ) ) (script command bridge_ghostman_r (begin (cs_abort_on_alert True) (sleep_until (begin (begin_random (begin (cs_go_to bridge/b1) (sleep (random_range 30 90)) ) (begin (cs_go_to bridge/b2) (sleep (random_range 30 90)) ) (begin (cs_go_to bridge/b3) (sleep (random_range 30 90)) ) (begin (cs_go_to bridge/b4) (sleep (random_range 30 90)) ) (begin (cs_go_to bridge/b5) (sleep (random_range 30 90)) ) ) (> (ai_combat_status ai_current_actor) ai_combat_status_idle) )) (cs_enable_pathfinding_failsafe True) (cs_go_to bridge/r) (sleep 5) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/r) False) (sleep 5) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/r)) ) ) (script command bridge_ghostman_l (begin (cs_abort_on_alert True) (sleep_until (begin (begin_random (begin (cs_go_to bridge/a1) (sleep (random_range 30 90)) ) (begin (cs_go_to bridge/a2) (sleep (random_range 30 90)) ) (begin (cs_go_to bridge/a3) (sleep (random_range 30 90)) ) (begin (cs_go_to bridge/a4) (sleep (random_range 30 90)) ) ) (> (ai_combat_status ai_current_actor) ai_combat_status_idle) )) (cs_enable_pathfinding_failsafe True) (cs_go_to bridge/l) (sleep 5) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/l) False) (sleep 5) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/l)) ) ) (script dormant bridge_ghosts_by_phantom (begin (if (difficulty_heroic) (set bridge_vehicles_total 2)) (if (difficulty_legendary) (set bridge_vehicles_total 3)) (sleep_until (> (ai_combat_status bridge_enemies_bunker) ai_combat_status_idle)) (sleep_until (< (ai_living_count bridge_ghost_elites) 1) 30 300) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/l) False) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/r) False) (sleep_until (> (ai_living_count bridge_vehicles_all) 0) 30 450) (sleep_until (begin (sleep_until (or (< (ai_living_count bridge_vehicles_all) 1) (= (volume_test_objects vol_bridge_ghost_spawn (players)) True) (= (volume_test_objects vol_bridge_inside_bunker (players)) True))) (if (or (= (volume_test_objects vol_bridge_ghost_spawn (players)) True) (= (volume_test_objects vol_bridge_inside_bunker (players)) True)) (sleep_forever)) (if (> bridge_vehicles_total 0) (begin (game_save) (ai_place bridge_phantom_ghosts_01 1) )) (sleep (random_range 60 120)) (if (or (= (volume_test_objects vol_bridge_ghost_spawn (players)) True) (= (volume_test_objects vol_bridge_inside_bunker (players)) True)) (sleep_forever)) (if (> bridge_vehicles_total 0) (begin (game_save) (ai_place bridge_phantom_ghosts_01 1) )) (set bridge_vehicles_total (- bridge_vehicles_total 1)) (or (<= bridge_vehicles_total 0) (= (volume_test_objects vol_bridge_ghost_spawn (players)) True) (= (volume_test_objects vol_bridge_inside_bunker (players)) True)) )) (sleep_until (and (< (ai_living_count bridge_vehicles_all) 1) (< (ai_living_count bridge_bunker_turrets) 1))) (game_save_no_timeout) ) ) (script dormant bridge_activate_reminder (begin (sleep_until (= (volume_test_objects vol_bridge_inside_bunker (players)) True) 30 16000) (if (and (= (volume_test_objects vol_bridge_inside_bunker (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'get into that structure and find the controls to extend the bridge!'") (sleep (ai_play_line_on_object none 0470)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script dormant bridge_cortana_response (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'a sermon, actually. i've been listening to him since we landed.'") (print "cortana: 'so far it's the standard covenant liturgy,'") (print "cortana: 'but i'll translate if he says anything interesting.'") (sleep (ai_play_line_on_object none 0080)) (sleep 30) (ai_dialogue_enable True) ) ) (script command bridge_holo_comment (begin (set regret_ally_comment_go True) (cs_switch bridge_marine) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "marine: 'isn't that our target?'") (cs_play_line 0060) (sleep 30) (print "marine: 'what's he doing? giving a speech?'") (cs_play_line 0070) (wake bridge_cortana_response) ) ) (script dormant bunker_holo_looper (begin (object_create regret01) (objects_attach bunker_throne driver regret01 ) (ai_disregard regret01 True) (sleep_until (begin (begin_random (if (= bunker_holo_trans False) (begin (set bunker_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant1a True) (sleep (ai_play_line_on_object regret01 3000)) (sleep (random_range 240 480)) (set bunker_holo_chant False) )) (if (= bunker_holo_trans False) (begin (set bunker_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant2b True) (sleep (ai_play_line_on_object regret01 3001)) (sleep (random_range 240 480)) (set bunker_holo_chant False) )) (if (= bunker_holo_trans False) (begin (set bunker_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant2c True) (sleep (ai_play_line_on_object regret01 3002)) (sleep (random_range 240 480)) (set bunker_holo_chant False) )) (if (= bunker_holo_trans False) (begin (set bunker_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant3a True) (sleep (ai_play_line_on_object regret01 3003)) (sleep (random_range 240 480)) (set bunker_holo_chant False) )) (if (= bunker_holo_trans False) (begin (set bunker_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant3c True) (sleep (ai_play_line_on_object regret01 3004)) (sleep (random_range 240 480)) (set bunker_holo_chant False) )) (if (= bunker_holo_trans False) (begin (set bunker_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant5a True) (sleep (ai_play_line_on_object regret01 3005)) (sleep (random_range 240 480)) (set bunker_holo_chant False) )) (if (= bunker_holo_trans False) (begin (set bunker_holo_chant True) (custom_animation regret01 objects\characters\prophet\prophet regret_chant6a True) (sleep (ai_play_line_on_object regret01 3006)) (sleep (random_range 240 480)) (set bunker_holo_chant False) )) ) False) ) ) ) (script dormant bridge_holo_translate (begin (sleep_until (and (< (ai_living_count bridge_enemies_bunker) 1) (= (volume_test_objects vol_bunker_upper_level (players)) True))) (sleep_until (or (< (ai_living_count all_allies) 1) (ai_scene bridge_holo_scene bridge_holo_comment all_allies)) 30 300) (sleep 30) (if (and (= regret_ally_comment_go False) (= (volume_test_objects vol_bunker_upper_level (players)) True)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'regret's giving a speech - a sermon to be exact.'") (print "'so far it's the standard covenant liturgy, but i'll translate if he says anything interesting.'") (sleep (ai_play_line_on_object none 2110)) (sleep 30) (ai_dialogue_enable True) )) (sleep_until (and (= (volume_test_objects vol_bunker_upper_level (players)) True) (< (ai_living_count bridge_enemies_bunker) 1))) (sleep 60) (set bunker_holo_trans True) (sleep_until (and (= (objects_can_see_object (players) regret01 30) True) (= (volume_test_objects vol_bunker_upper_level (players)) True) (= bunker_holo_chant False))) (ai_dialogue_enable False) (sleep 60) (custom_animation regret01 objects\characters\prophet\prophet regret_l05_0090_por True) (print "regret: 'the forerunners, our most exalted lords, used the seven sacred rings...'") (print "'...to flee a doomed existence - to escape their endless struggle against the flood!'") (sleep (ai_play_line_on_object regret01 0090)) (sleep 30) (custom_animation regret01 objects\characters\prophet\prophet regret_l05_0100_por True) (print "'long ago, the prophets and elites fought an equally fruitless war.'") (print "'indeed, i suspect we would still be at each other's throats had the prophets...'") (print "'...not found evidence of the forerunners and their great journey!'") (sleep (ai_play_line_on_object regret01 0100)) (sleep 30) (ai_dialogue_enable True) (sleep (random_range 240 480)) (set bunker_holo_trans False) ) ) (script command bridge_ally_comment (begin (cs_switch bridge_ally) (cs_enable_pathfinding_failsafe True) (set bridge_ally_comment_go True) (cs_abort_on_damage True) (print "ally: 'good. the bridge is down. now about those wraiths '") (cs_play_line 0490) ) ) (script dormant crack_spawn (begin (sleep_until (> (ai_combat_status bridge_enemies_bunker) ai_combat_status_idle)) (if (difficulty_heroic) (ai_place bridge_crack_jackals 1)) (if (difficulty_normal) (ai_place bridge_crack_jackals 2)) ) ) (script dormant bunker_turret_remanning (begin (sleep_until (begin (if (and (= (volume_test_objects vol_bridge_inside_bunker (players)) False) (> (player_count) 0) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_bunker_turrets/bunker_01) c_turret_ap_d (ai_actors all_enemies)) False) (> (object_get_health (ai_vehicle_get_from_starting_location bridge_bunker_turrets/bunker_01)) 0) (< (ai_living_count bunker_turret_remen) 1)) (begin (ai_place bunker_turret_remen/1) (sleep 5) (ai_vehicle_enter bunker_turret_remen (ai_vehicle_get_from_starting_location bridge_bunker_turrets/bunker_01)) )) (if (and (= (volume_test_objects vol_bridge_inside_bunker (players)) False) (> (player_count) 0) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_bunker_turrets/bunker_02) c_turret_ap_d (ai_actors all_enemies)) False) (> (object_get_health (ai_vehicle_get_from_starting_location bridge_bunker_turrets/bunker_02)) 0) (< (ai_living_count bunker_turret_remen) 1)) (begin (ai_place bunker_turret_remen/2) (sleep 5) (ai_vehicle_enter bunker_turret_remen (ai_vehicle_get_from_starting_location bridge_bunker_turrets/bunker_02)) )) (if (and (= (volume_test_objects vol_bridge_inside_bunker (players)) False) (> (player_count) 0) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_bunker_turrets/bunker_03) c_turret_ap_d (ai_actors all_enemies)) False) (> (object_get_health (ai_vehicle_get_from_starting_location bridge_bunker_turrets/bunker_03)) 0) (< (ai_living_count bunker_turret_remen) 1)) (begin (ai_place bunker_turret_remen/3) (sleep 5) (ai_vehicle_enter bunker_turret_remen (ai_vehicle_get_from_starting_location bridge_bunker_turrets/bunker_03)) )) (or (= (volume_test_objects vol_bridge_inside_bunker (players)) True) (> (ai_spawn_count bunker_turret_remen) 5)) )) ) ) (script dormant bunker_upper_spawn_01 (begin (sleep_until (or (= (volume_test_objects vol_bunker_front (players)) True) (< (ai_living_count bridge_enemies_bunker) 1))) (game_save) (if (< (ai_living_count bridge_bunker_elites) 2) (ai_place bridge_bunker_elites_01 1)) (ai_place bridge_bunker_grunts_01 (- (random_range 1 3) (ai_living_count bridge_bunker_grunts))) (sleep_until (or (= (volume_test_objects vol_bunker_front (players)) True) (< (ai_living_count bridge_enemies_bunker) 1))) (game_save) (if (and (< (ai_living_count bridge_enemies_bunker) 1) (= (volume_test_objects vol_bridge_inside_bunker (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count bridge_bunker_elites) 2) (ai_place bridge_bunker_elites_01 1)) (ai_place bridge_bunker_jackals_01 (- 2 (ai_living_count bridge_bunker_jackals))) )) (sleep_until (or (= (volume_test_objects vol_bunker_front (players)) True) (< (ai_living_count bridge_enemies_bunker) 1))) (game_save) (if (and (< (ai_living_count bridge_enemies_bunker) 1) (= (volume_test_objects vol_bridge_inside_bunker (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count bridge_bunker_elites) 2) (ai_place bridge_bunker_elites_01 (- 1 (ai_living_count bridge_bunker_elites)))) (ai_place bridge_bunker_jackals_01 (- 1 (ai_living_count bridge_bunker_jackals))) (ai_set_orders bridge_bunker_elites_01 bridge_bunker_in_upper_01) (ai_set_orders bridge_bunker_jackals_01 bridge_bunker_in_upper_01) )) ) ) (script dormant bunker_upper_spawn_03 (begin (sleep_until (or (= (volume_test_objects vol_bunker_upper_level (players)) True) (= (volume_test_objects vol_bunker_roof (players)) True) (= (volume_test_objects vol_bunker_spawnstop_01 (players)) True) (= (volume_test_objects vol_bunker_spawnstop_02 (players)) True) (= (volume_test_objects vol_bunker_spawnstop_03 (players)) True))) (game_save) (wake music_05a_03_start) (ai_place bridge_control_elites_01 1) (ai_place bridge_control_jackals_01 (random_range 0 3)) (ai_place bridge_control_grunts_01 (- 3 (ai_living_count bridge_control_jackals_01))) ) ) (script dormant bunker_lower_spawn_01 (begin (sleep_until (= (volume_test_objects vol_bunker_backdoor (players)) True)) (game_save) (if (< (ai_living_count bridge_bunker_elites) 2) (ai_place bridge_backdoor_elites_01 1)) (ai_place bridge_backdoor_grunts_01 (- (random_range 1 3) (ai_living_count bridge_bunker_grunts))) (sleep_until (or (= (volume_test_objects vol_bunker_backdoor (players)) True) (< (ai_living_count bridge_enemies_bunker) 1))) (game_save) (if (and (< (ai_living_count bridge_enemies_bunker) 1) (= (volume_test_objects vol_bunker_lower_level (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count bridge_bunker_elites) 2) (ai_place bridge_backdoor_elites_01 1)) (ai_place bridge_backdoor_jackals_01 (- 2 (ai_living_count bridge_bunker_jackals))) )) (sleep_until (or (= (volume_test_objects vol_bunker_backdoor (players)) True) (< (ai_living_count bridge_enemies_bunker) 1))) (game_save) (if (and (< (ai_living_count bridge_enemies_bunker) 1) (= (volume_test_objects vol_bunker_lower_level (players)) False) (> (player_count) 0)) (begin (if (< (ai_living_count bridge_bunker_elites) 2) (ai_place bridge_backdoor_elites_01 (- 1 (ai_living_count bridge_bunker_elites)))) (ai_place bridge_backdoor_jackals_01 (- 2 (ai_living_count bridge_bunker_jackals))) (ai_set_orders bridge_backdoor_elites_01 bridge_bunker_in_lower_02) (ai_set_orders bridge_backdoor_jackals_01 bridge_bunker_in_lower_02) )) ) ) (script dormant bunker_spawn_checker (begin (sleep_until (or (= (volume_test_objects vol_bunker_upper_level (players)) True) (= (volume_test_objects vol_bunker_spawnstop_01 (players)) True) (= (volume_test_objects vol_bunker_spawnstop_02 (players)) True) (= (volume_test_objects vol_bunker_spawnstop_03 (players)) True))) (sleep_forever bunker_upper_spawn_01) (sleep_forever bunker_lower_spawn_01) (sleep_forever bunker_turret_remanning) ) ) (script dormant bridge_pelican_wait (begin (sleep_until (or (= (volume_test_objects vol_bridge_middle (players)) True) (= (volume_test_objects vol_bridge_farside_all (players)) True))) (if (and (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player0) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_p (player0) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player1) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_p (player1) ) False)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'you don't want the tank? o-kay i guess we'll leave it for the others.'") (sleep (ai_play_line_on_object none 0510)) (sleep 30) (ai_dialogue_enable True) )) (wake music_05a_04_start) ) ) (script dormant bridge_cross_reminder (begin (sleep_until (= (volume_test_objects vol_bridge_farside_all (players)) True) 30 8000) (if (and (= (volume_test_objects vol_bridge_farside_all (players)) False) (> (ai_living_count bridge_farside_wraiths) 0) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'let's head across the bridge and deal with those wraiths.'") (sleep (ai_play_line_on_object none 0520)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script command banshee_boost (begin (cs_vehicle_boost True) (cs_enable_targeting True) (cs_shoot True) (cs_enable_moving True) (sleep_until (< (objects_distance_to_object (players) (ai_get_object ai_current_actor)) 50)) ) ) (script dormant bridge_pelican_timer (begin (sleep 8000) (object_destroy (ai_vehicle_get_from_starting_location bridge_pelican/pilot)) ) ) (script command gimme_tank (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by bridge_airspace/pel0 50) (cs_fly_by bridge_airspace/pel1 50) (cs_fly_by bridge_airspace/pel2 50) (cs_fly_by bridge_airspace/pel3 50) (cs_fly_by bridge_airspace/pel4 20) (set bridge_pelican_in_sight True) (cs_vehicle_boost False) (ai_set_orders bridge_pelican_chasers bridge_air) (cs_fly_to bridge_airspace/pel4too 3) (cs_vehicle_speed 0.5) (cs_fly_to bridge_airspace/pel6 3) (cs_fly_to_and_face bridge_airspace/pel6 bridge_airspace/pel5 1) (cs_fly_to_and_face bridge_airspace/pel7 bridge_airspace/pel5 1) (sleep_until (and (= (volume_test_objects vol_bridge_tank (players)) False) (= (volume_test_objects vol_bridge_tank (ai_actors all_allies)) False) (> (player_count) 0))) (vehicle_unload (ai_vehicle_get_from_starting_location bridge_pelican/pilot) pelican_lc) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location bridge_pelican/pilot) pelican_p) (set bridge_pelican_arrived True) (wake bridge_pelican_timer) (sleep_until (< (ai_living_count bridge_pelican) 4)) (cs_vehicle_speed 0.5) (cs_fly_to bridge_airspace/pel6 2) (cs_vehicle_boost True) (cs_vehicle_speed 1) (cs_fly_by bridge_airspace/pel4 10) (cs_fly_by bridge_airspace/pel1 20) (cs_fly_by bridge_airspace/pel0 20) (cs_fly_by bridge_airspace/pelx 20) (ai_erase bridge_pelican) ) ) (script dormant bridge_pelican_run (begin (ai_place allies_bridge_pelican (- 2 (ai_living_count all_allies))) (ai_place bridge_pelican) (ai_place bridge_tank) (object_cannot_take_damage (ai_vehicle_get_from_starting_location bridge_pelican/pilot)) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_pelican/pilot) pelican_p (ai_actors allies_bridge_pelican)) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_pelican/pilot) pelican_lc (ai_vehicle_get_from_starting_location bridge_tank/driver)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_pelican/pilot) True) (ai_vehicle_reserve_seat (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d True) (cs_run_command_script bridge_pelican/pilot gimme_tank) ) ) (script static short_bridge_pel (begin (ai_place allies_bridge_pelican (- 2 (ai_living_count all_allies))) (ai_place bridge_pelican) (ai_place bridge_tank) (object_cannot_take_damage (ai_vehicle_get_from_starting_location bridge_pelican/pilot)) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_pelican/pilot) pelican_p (ai_actors allies_bridge_pelican)) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_pelican/pilot) pelican_lc (ai_vehicle_get_from_starting_location bridge_tank/driver)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_pelican/pilot) True) (cs_run_command_script bridge_pelican/pilot gimme_tank) ) ) (script dormant bridge_banshee_spawn (begin (sleep_until (or (< (ai_living_count bridge_farside_wraiths) 1) (= (volume_test_objects vol_winding_path (players)) True))) (if (= (volume_test_objects vol_winding_path (players)) True) (sleep_forever)) (if (and (= (volume_test_objects vol_winding_path (players)) False) (or (difficulty_normal) (difficulty_heroic))) (begin (ai_place bridge_banshees 1) (cs_run_command_script bridge_banshees banshee_boost) )) (if (and (difficulty_legendary) (= (volume_test_objects vol_winding_path (players)) False)) (begin (ai_place bridge_banshees 2) (cs_run_command_script bridge_banshees banshee_boost) )) (sleep_until (or (< (ai_living_count bridge_banshees) 1) (= (volume_test_objects vol_winding_path (players)) True))) (if (= (volume_test_objects vol_winding_path (players)) True) (sleep_forever)) (if (and (= (volume_test_objects vol_winding_path (players)) False) (or (difficulty_normal) (difficulty_heroic))) (begin (ai_place bridge_banshees 1) (cs_run_command_script bridge_banshees banshee_boost) )) (if (and (difficulty_legendary) (= (volume_test_objects vol_winding_path (players)) False)) (begin (ai_place bridge_banshees 2) (cs_run_command_script bridge_banshees banshee_boost) )) ) ) (script dormant farside_ghosts_spawn (begin (sleep_until (and (= (volume_test_objects vol_bridge_middle (players)) True) (= (device_get_position da_bridge) 0))) (ai_place bridge_farside_ghosts 2) (sleep_until (or (= (volume_test_objects vol_winding_path (players)) True) (< (ai_living_count bridge_farside_ghosts) 1))) (if (and (= (volume_test_objects vol_winding_path (players)) False) (> (player_count) 0) (< (ai_living_count bridge_farside_ghosts) 1)) (ai_place bridge_farside_ghosts 2)) ) ) (script dormant bridge_spare_ghost_spawn (begin (sleep_until (begin (if (and (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/1)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/2)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/3)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/4)) 1) (= (objects_can_see_flag (players) extra_ghost_01 45) False) (> (objects_distance_to_flag (players) extra_ghost_01) 5)) (ai_place bridge_free_ghost/1)) (if (and (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/1)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/2)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/3)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/4)) 1) (= (objects_can_see_flag (players) extra_ghost_02 45) False) (> (objects_distance_to_flag (players) extra_ghost_02) 5)) (ai_place bridge_free_ghost/2)) (if (and (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/1)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/2)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/3)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/4)) 1) (= (objects_can_see_flag (players) extra_ghost_03 45) False) (> (objects_distance_to_flag (players) extra_ghost_03) 5)) (ai_place bridge_free_ghost/3)) (if (and (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/1)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/2)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/3)) 1) (< (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/4)) 1) (= (objects_can_see_flag (players) extra_ghost_04 45) False) (> (objects_distance_to_flag (players) extra_ghost_04) 5)) (ai_place bridge_free_ghost/4)) (or (> (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/1)) 0) (> (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/2)) 0) (> (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/3)) 0) (> (list_count (ai_vehicle_get_from_starting_location bridge_free_ghost/4)) 0)) )) ) ) (script command bridge_wraith_engage (begin (cs_abort_on_damage True) (cs_go_to bridge/p0) (cs_enable_moving True) (cs_enable_targeting True) (cs_shoot True (ai_vehicle_get_from_starting_location lz_warthog_01/driver)) (sleep_until (>= (ai_combat_status ai_current_actor) ai_combat_status_visible)) ) ) (script dormant bridges_start (begin (device_set_position_immediate da_bridge 0.5) (device_set_position real_bridge 1) (object_create waterfall_far) (object_create waterfall_close) (wake bunker_holo_looper) (ai_place bridge_bunker_ghosts) (ai_place bridge_ghost_elites 2) (cs_run_command_script bridge_ghost_elites/r bridge_ghostman_r) (cs_run_command_script bridge_ghost_elites/l bridge_ghostman_l) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/l) True) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/r) True) (sleep 15) (if (difficulty_legendary) (ai_place bridge_bunker_turrets 4)) (if (difficulty_heroic) (ai_place bridge_bunker_turrets 3)) (if (difficulty_normal) (ai_place bridge_bunker_turrets 2)) (cs_run_command_script bridge_bunker_turrets stay_shooting) (sleep 15) (wake crack_spawn) (wake bunker_upper_spawn_03) (wake bunker_spawn_checker) (wake bridge_ghosts_by_phantom) (wake bunker_turret_remanning) (sleep_until (= (volume_test_objects vol_bridge_pause (players)) True)) (data_mine_set_mission_segment "05a_3_bridge") (wake music_05a_02_stop) (device_set_position da_bridge 1) (sleep 60) (wake bridge_cortana_comment) (wake bridge_activate_reminder) (device_group_change_only_once_more_set da_bridge True) (sleep_until (= (volume_test_objects vol_bridge_engage (players)) True)) (ai_place bridge_farside_wraiths 1) (cs_run_command_script bridge_farside_wraiths bridge_wraith_engage) (wake bridge_wraith_warning) (sleep_until (= (volume_test_objects vol_bridge_inside_bunker (players)) True)) (sleep_forever bridge_ghosts_by_phantom) (sleep_until (begin (set bridge_state (device_get_position da_bridge)) (sleep 15) (< (device_get_position da_bridge) bridge_state) )) (wake music_05a_03_stop) (wake bridge_pelican_run) (wake lights) (ai_set_orders all_allies bridge_tank_wait) (game_save) (wake farside_ghosts_spawn) (if (or (difficulty_legendary) (difficulty_heroic)) (ai_place bridge_farside_wraiths (- 2 (ai_living_count bridge_farside_wraiths))) (ai_place bridge_farside_wraiths (- 1 (ai_living_count bridge_farside_wraiths)))) (wake bridge_cross_reminder) (sleep_until (or (ai_scene bridge_ally_scene bridge_ally_comment all_allies) (< (ai_living_count bridge_allies) 1)) 30 150) (sleep 150) (if (= bridge_ally_comment_go False) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'good. the bridge is down. now about those wraiths '") (sleep (ai_play_line_on_object none 2040)) )) (ai_dialogue_enable False) (sleep 60) (print "johnson: 'roger that, marine. armor's on the way!'") (sleep (ai_play_line_on_object none 0500)) (sleep 30) (ai_dialogue_enable True) (game_save) (wake bridge_holo_translate) (wake bridge_pelican_wait) (sleep_until (= (device_get_position da_bridge) 0)) (device_set_position real_bridge 0) (sleep_until (= bridge_pelican_arrived True)) (wake bridge_banshee_spawn) (wake bridge_spare_ghost_spawn) (sleep_until (or (and (= (volume_test_objects vol_bridge_all (players)) False) (> (player_count) 0)) (and (or (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_p (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/r) ghost_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/l) ghost_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_01/1) ghost_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_01/2) ghost_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/1) ghost_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/2) ghost_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_farside_ghosts/1) ghost_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_farside_ghosts/2) ghost_d (player0) )) (or (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_p (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/l) ghost_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_bunker_ghosts/r) ghost_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_01/1) ghost_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_01/2) ghost_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/1) ghost_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_phantom_ghosts_02/2) ghost_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_farside_ghosts/1) ghost_d (player1) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_farside_ghosts/2) ghost_d (player1) ) (= (game_is_cooperative) False))))) (sleep 120) (game_save) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_tank/driver) False) (if (or (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player0) ) (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player1) )) (wake music_05a_04_start)) ) ) (script dormant waterfall_toggle (begin (sleep_until (begin (sleep_until (= (volume_test_objects vol_waterfall_off (players)) True)) (object_destroy waterfall_far) (object_destroy waterfall_close) (sleep_until (= (volume_test_objects vol_waterfall_on (players)) True)) (object_create waterfall_far) (object_create waterfall_close) False) ) ) ) (script command w_path_turret_0 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to w_path_turrets/go_p0) (cs_deploy_turret w_path_turrets/p0) ) ) (script command w_path_turret_1 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to w_path_turrets/go_p1) (cs_deploy_turret w_path_turrets/p1) ) ) (script command w_path_turret_2 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to w_path_turrets/go_p2) (cs_deploy_turret w_path_turrets/p2) ) ) (script dormant w_path_turret_deploy (begin (if (difficulty_legendary) (set w_path_turret_count 3)) (if (difficulty_heroic) (set w_path_turret_count 2)) (begin_random (if (> w_path_turret_count 0) (begin (ai_place w_path_heavies/0) (cs_run_command_script w_path_heavies/0 w_path_turret_0) (set w_path_turret_count (- w_path_turret_count 1)) )) (if (> w_path_turret_count 0) (begin (ai_place w_path_heavies/1) (cs_run_command_script w_path_heavies/1 w_path_turret_1) (set w_path_turret_count (- w_path_turret_count 1)) )) (if (> w_path_turret_count 2) (begin (ai_place w_path_heavies/2) (cs_run_command_script w_path_heavies/0 w_path_turret_2) (set w_path_turret_count (- w_path_turret_count 1)) )) ) ) ) (script command throw_grenade (begin (cs_enable_moving True) (cs_enable_targeting True) (cs_shoot True) (sleep_until (>= (ai_combat_status ai_current_actor) ai_combat_status_clear_los)) (cs_grenade w_path_turrets/p3 1) ) ) (script dormant winding_path_start (begin (ai_disposable overlook_jackals True) (ai_disposable bridge_enemies_all True) (data_mine_set_mission_segment "05a_4_winding_path") (game_save) (wake waterfall_toggle) (ai_place w_path_free_ghost 1) (if (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) (players)) False) (set w_path_spawn_count 3)) (sleep_until (begin (sleep_until (or (< (ai_living_count winding_path_ghosts) 1) (= (volume_test_objects vol_winding_path_mid_01 (players)) True))) (if (and (= (volume_test_objects vol_winding_path_mid_01 (players)) False) (> (player_count) 0)) (ai_place winding_path_ghosts_01 1)) (sleep_until (= (volume_test_objects vol_winding_path_mid_01 (players)) True) 30 (random_range 30 90)) (if (and (= (volume_test_objects vol_winding_path_mid_01 (players)) False) (> (player_count) 0)) (ai_place winding_path_ghosts_01 1)) (or (= (volume_test_objects vol_winding_path_mid_01 (players)) True) (> (ai_spawn_count winding_path_ghosts_01) w_path_spawn_count)) )) (sleep_until (= (volume_test_objects vol_winding_path_mid_02 (players)) True)) (game_save) (if (< (ai_living_count winding_path_enemies) 6) (ai_place winding_path_grunts 4)) (wake w_path_turret_deploy) (sleep_until (begin (sleep_until (or (< (ai_living_count winding_path_ghosts) 1) (= (volume_test_objects vol_waterfall_on (players)) True))) (if (and (= (volume_test_objects vol_waterfall_on (players)) False) (> (player_count) 0)) (ai_place winding_path_ghosts_02 1)) (sleep_until (= (volume_test_objects vol_waterfall_on (players)) True) 30 (random_range 30 90)) (if (and (= (volume_test_objects vol_waterfall_on (players)) False) (> (player_count) 0)) (ai_place winding_path_ghosts_02 1)) (or (= (volume_test_objects vol_waterfall_on (players)) True) (> (ai_spawn_count winding_path_ghosts_02) w_path_spawn_count)) )) (game_save) (if (< (ai_living_count winding_path_enemies) 6) (ai_place winding_path_jackals 3)) (if (< (ai_living_count winding_path_enemies) 6) (ai_place winding_path_ledge_grunts 3)) (cs_run_command_script winding_path_ledge_grunts throw_grenade) (sleep_until (and (< (ai_living_count winding_path_ghosts) 1) (< (ai_living_count winding_path_grunts) 1) (< (ai_living_count winding_path_jackals) 1))) (game_save) ) ) (script dormant temple_ent_turret_spawn (begin (if (difficulty_legendary) (set temple_ent_near_turret 3) (set temple_ent_far_turret 3)) (if (difficulty_heroic) (set temple_ent_near_turret 2) (set temple_ent_far_turret 2)) (begin_random (if (> temple_ent_near_turret 0) (begin (ai_place temple_ent_turrets_01/1) (set temple_ent_near_turret (- temple_ent_near_turret 1)) )) (if (> temple_ent_near_turret 0) (begin (ai_place temple_ent_turrets_01/2) (set temple_ent_near_turret (- temple_ent_near_turret 1)) )) (if (> temple_ent_near_turret 0) (begin (ai_place temple_ent_turrets_02/1) (set temple_ent_near_turret (- temple_ent_near_turret 1)) )) (if (> temple_ent_near_turret 0) (begin (ai_place temple_ent_turrets_02/2) (set temple_ent_near_turret (- temple_ent_near_turret 1)) )) ) (begin_random (if (> temple_ent_far_turret 0) (begin (ai_place temple_ent_turrets_03/1) (set temple_ent_far_turret (- temple_ent_far_turret 1)) )) (if (> temple_ent_far_turret 0) (begin (ai_place temple_ent_turrets_03/2) (set temple_ent_far_turret (- temple_ent_far_turret 1)) )) (if (> temple_ent_far_turret 0) (begin (ai_place temple_ent_turrets_04/1) (set temple_ent_far_turret (- temple_ent_far_turret 1)) )) (if (> temple_ent_far_turret 0) (begin (ai_place temple_ent_turrets_04/2) (set temple_ent_far_turret (- temple_ent_far_turret 1)) )) ) ) ) (script command temple_ent_ghostman_r (begin (cs_go_to_vehicle (ai_vehicle_get_from_starting_location temple_ent_ghosts_01/r)) ) ) (script command temple_ent_ghostman_l (begin (cs_go_to_vehicle (ai_vehicle_get_from_starting_location temple_ent_ghosts_01/l)) ) ) (script dormant temple_ent_ghost_alert (begin (sleep_until (or (> (ai_combat_status temple_ent_elites_01r) ai_combat_status_idle) (> (ai_combat_status temple_ent_elites_01l) ai_combat_status_idle))) (cs_run_command_script temple_ent_elites_01r temple_ent_ghostman_r) (cs_run_command_script temple_ent_elites_01l temple_ent_ghostman_l) ) ) (script dormant temple_ent_veh_spawn (begin (if (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) (players)) False) (set temple_ent_spawn_count 3)) (sleep_until (or (and (< (ai_living_count temple_ent_elites_02r) 1) (< (ai_living_count temple_ent_elites_02l) 1) (< (ai_living_count temple_ent_ghosts_01) 1)) (and (<= (object_get_health (ai_vehicle_get_from_starting_location temple_ent_ghosts_01/r)) 0) (<= (object_get_health (ai_vehicle_get_from_starting_location temple_ent_ghosts_01/l)) 0)) (= (volume_test_objects vol_temple_ent_02 (players)) True) (= (volume_test_objects vol_temple_ent_03 (players)) True)) 30 900) (sleep_until (begin (sleep_until (or (< (ai_living_count temple_ent_ghosts) 1) (= (volume_test_objects vol_temple_ent_02 (players)) True))) (game_save) (if (= (volume_test_objects vol_temple_ent_02 (players)) False) (ai_place temple_ent_ghosts_02 (- 2 (ai_living_count temple_ent_ghosts)))) (sleep_until (= (volume_test_objects vol_temple_ent_02 (players)) True) 30 (random_range 30 90)) (if (= (volume_test_objects vol_temple_ent_02 (players)) False) (ai_place temple_ent_ghosts_02 (- 2 (ai_living_count temple_ent_ghosts)))) (or (> (ai_spawn_count temple_ent_ghosts_02) temple_ent_spawn_count) (= (volume_test_objects vol_temple_ent_02 (players)) True) (= (volume_test_objects vol_temple_ent_03 (players)) True)) )) (sleep_until (begin (sleep_until (or (< (ai_living_count temple_ent_ghosts) 1) (= (volume_test_objects vol_temple_ent_03 (players)) True))) (game_save) (if (= (volume_test_objects vol_temple_ent_03 (players)) False) (ai_place temple_ent_ghosts_02 (- 2 (ai_living_count temple_ent_ghosts)))) (sleep_until (= (volume_test_objects vol_temple_ent_03 (players)) True) 30 (random_range 30 90)) (if (= (volume_test_objects vol_temple_ent_03 (players)) False) (ai_place temple_ent_ghosts_02 (- 2 (ai_living_count temple_ent_ghosts)))) (or (> (ai_spawn_count temple_ent_ghosts_02) (- (* temple_ent_spawn_count 2) 1)) (= (volume_test_objects vol_temple_ent_03 (players)) True)) )) ) ) (script command back_home_comment (begin (cs_switch ally01) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "ally: 'kinda reminds me of back home '") (cs_play_line 0530) (cs_switch ally02) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "ally: 'yeah. too bad we're blowing it the hell up!'") (cs_play_line 0540) ) ) (script dormant temple_ent_reminder (begin (sleep_until (= (volume_test_objects vol_tunnel_01 (players)) True) 30 8000) (if (and (= (volume_test_objects vol_tunnel_01 (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'let's push on. we need to find a an access point to those structures in the lake.'") (sleep (ai_play_line_on_object none 0580)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script dormant old_temple_entrance_start (begin (sleep_until (= (volume_test_objects vol_temple_entrance (players)) True)) (ai_disposable winding_path_enemies True) (data_mine_set_mission_segment "05a_5_temple_entrance") (game_save) (wake 05a_title1) (wake music_05a_04_start_alt) (wake temple_ent_turret_spawn) (ai_place temple_ent_elites_01l 1) (ai_place temple_ent_elites_01r 1) (if (difficulty_heroic) (begin (ai_place temple_ent_jackals_01l 1) (ai_place temple_ent_jackals_01r 1) )) (if (difficulty_normal) (begin (ai_place temple_ent_jackals_01l 2) (ai_place temple_ent_jackals_01r 2) )) (ai_place temple_ent_ghosts_01 2) (wake temple_ent_ghost_alert) (sleep_until (or (< (ai_living_count temple_ent_turrets_near) 1) (< (ai_living_count temple_ent_enemies_all) 4) (= (volume_test_objects vol_temple_ent_01 (players)) True))) (game_save) (if (< (ai_living_count temple_ent_enemies_all) 8) (ai_place temple_ent_elites_02r (- 1 (ai_living_count temple_ent_elites_01r)))) (if (< (ai_living_count temple_ent_enemies_all) 8) (ai_place temple_ent_elites_02l (- 1 (ai_living_count temple_ent_elites_01l)))) (wake temple_ent_veh_spawn) (set temple_ent_phase_01 True) (sleep_until (or (< (ai_living_count temple_ent_enemies_all) 4) (= (volume_test_objects vol_temple_ent_02 (players)) True))) (game_save) (if (< (ai_living_count temple_ent_enemies_all) 8) (ai_place temple_ent_jackals_02c 2)) (if (and (> (object_get_health (ai_vehicle_get_from_starting_location temple_ent_turrets_03/1)) 0) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location temple_ent_turrets_03/1) (ai_actors all_enemies)) False) (< (ai_living_count temple_ent_enemies_all) 8)) (ai_place temple_ent_grunts_01l 1)) (if (and (> (object_get_health (ai_vehicle_get_from_starting_location temple_ent_turrets_03/2)) 0) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location temple_ent_turrets_03/2) (ai_actors all_enemies)) False) (< (ai_living_count temple_ent_enemies_all) 8)) (ai_place temple_ent_grunts_01l 1)) (if (and (> (object_get_health (ai_vehicle_get_from_starting_location temple_ent_turrets_04/1)) 0) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location temple_ent_turrets_04/1) (ai_actors all_enemies)) False) (< (ai_living_count temple_ent_enemies_all) 8)) (ai_place temple_ent_grunts_01r 1)) (if (and (> (object_get_health (ai_vehicle_get_from_starting_location temple_ent_turrets_04/2)) 0) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location temple_ent_turrets_04/2) (ai_actors all_enemies)) False) (< (ai_living_count temple_ent_enemies_all) 8)) (ai_place temple_ent_grunts_01r 1)) (set temple_ent_phase_02 True) (sleep_until (or (< (ai_living_count temple_ent_enemies_all) 1) (= (volume_test_objects vol_temple_ent_03 (players)) True))) (game_save) (ai_set_orders temple_ent_ghosts temple_ent_back_02) (wake temple_ent_reminder) (sleep_until (or (< (ai_living_count temple_ent_enemies_all) 1) (= (volume_test_objects vol_tunnel_01 (players)) True))) (game_save) (sleep_until (or (< (ai_living_count all_allies) 1) (ai_scene temple_ent_scene back_home_comment all_allies)) 30 300) ) ) (script dormant temple_ent_arch (begin (sleep_until (or (= (ai_trigger_test "done_fighting" tunnel_enemies_all) True) (= (volume_test_objects vol_old_temple_near_left (players)) True))) (sleep_until (= (volume_test_objects vol_old_temple_near_left (players)) True) 30 450) (if (and (= (volume_test_objects vol_old_temple_near_left (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'these structures seem forerunner,'") (print "'but they're much older than anything we ever found on the first halo.'") (sleep (ai_play_line_on_object none 0570)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script command old_temple_structure_comment (begin (set structure_comment_go True) (cs_switch ally) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "ally: 'careful, we're coming-up on another structure!'") (cs_play_line 0600) ) ) (script command tunnel_turret_0 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to tunnel_turrets/go_p0) (cs_deploy_turret tunnel_turrets/p0) ) ) (script command tunnel_turret_1 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to tunnel_turrets/go_p1) (cs_deploy_turret tunnel_turrets/p1) ) ) (script command tunnel_turret_2 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to tunnel_turrets/go_p2) (cs_deploy_turret tunnel_turrets/p2) ) ) (script command tunnel_turret_3 (begin (cs_enable_pathfinding_failsafe True) (cs_go_to tunnel_turrets/go_p3) (cs_deploy_turret tunnel_turrets/p3) ) ) (script dormant tunnel_start (begin (ai_disposable temple_ent_enemies_all True) (data_mine_set_mission_segment "05a_6_tunnel") (game_save) (if (< (ai_living_count tunnel_enemies_all) 6) (ai_place tunnel_grunts 2)) (if (< (ai_living_count tunnel_enemies_all) 6) (ai_place tunnel_heavies_01 2)) (cs_run_command_script tunnel_heavies_01/0 tunnel_turret_0) (cs_run_command_script tunnel_heavies_01/1 tunnel_turret_1) (ai_place tunnel_ghosts_01 (- 2 (ai_living_count temple_ent_ghosts))) (sleep_until (= (volume_test_objects vol_tunnel_02 (players)) True) 30 (random_range 30 90)) (if (= (volume_test_objects vol_tunnel_02 (players)) False) (ai_place tunnel_ghosts_01 (- 2 (ai_living_count temple_ent_ghosts)))) (sleep_until (= (volume_test_objects vol_tunnel_02 (players)) True)) (game_save) (if (< (ai_living_count tunnel_enemies_all) 6) (ai_place tunnel_jackals 2)) (if (< (ai_living_count tunnel_enemies_all) 6) (ai_place tunnel_heavies_02 2)) (cs_run_command_script tunnel_heavies_02/2 tunnel_turret_2) (cs_run_command_script tunnel_heavies_02/3 tunnel_turret_3) (ai_migrate temple_ent_ghosts tunnel_ghosts_02) (ai_migrate tunnel_ghosts_01 tunnel_ghosts_02) (ai_place tunnel_ghosts_02 (- 2 (ai_living_count tunnel_ghosts))) (sleep_until (= (volume_test_objects vol_tunnel_03 (players)) True) 30 (random_range 30 90)) (if (= (volume_test_objects vol_tunnel_02 (players)) False) (ai_place tunnel_ghosts_02 (- 2 (ai_living_count tunnel_ghosts)))) (sleep_until (or (= (volume_test_objects vol_tunnel_03 (players)) True) (and (< (ai_living_count tunnel_ghosts) 1) (< (ai_living_count tunnel_infantry) 1)))) (game_save) (sleep_until (or (ai_scene old_temple_scene old_temple_structure_comment all_allies) (< (ai_living_count all_allies) 1)) 30 150) (sleep 30) (if (= structure_comment_go False) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'careful, we're coming-up on another structure!'") (sleep (ai_play_line_on_object none 2060)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script dormant arbiter_envy (begin (sleep_until (= (volume_test_objects vol_arbiter_envy (players)) True)) (object_create envy) (ai_place envy_elites) (ai_set_active_camo envy_elites True) (cs_run_command_script envy_elites forever_pause) (custom_animation_loop (unit (list_get (ai_actors envy_elites) 0)) objects\characters\elite\elite combat:rifle:berserk True) (custom_animation_loop (unit (list_get (ai_actors envy_elites) 1)) objects\characters\elite\elite combat:rifle:berserk True) (sleep_until (or (unit_has_weapon (unit (player0) ) objects\weapons\multiplayer\ball\head_sp.weapon) (unit_has_weapon (unit (player1) ) objects\weapons\multiplayer\ball\head_sp.weapon))) (ice_cream_flavor_stock 0) ) ) (script command old_temple_pelican_comment (begin (cs_switch ally) (cs_abort_on_damage True) (print "ally: 'got a pelican coming in!'") (cs_play_line 0620) (sleep 30) (print "ally: 'let's clear an lz!'") (cs_play_line 0630) (set old_temple_pel_comment_go True) ) ) (script dormant old_temple_pelican_timer (begin (sleep 8000) (object_destroy (ai_vehicle_get_from_starting_location old_temple_pelican/pilot)) ) ) (script command old_temple_pelican_arrives (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by old_temple_airspace/pel0 20) (cs_fly_by old_temple_airspace/pel1 20) (cs_vehicle_boost False) (cs_fly_by old_temple_airspace/pel2 20) (cs_fly_to old_temple_airspace/pel3 10) (cs_vehicle_speed 0.5) (cs_fly_to old_temple_airspace/pel4 5) (set old_temple_bombs_away True) (cs_fly_to_and_face old_temple_airspace/pel4 old_temple_airspace/p0 1) (ai_place allies_old_temple_pelican (- 4 (ai_living_count all_allies))) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temple_pelican/pilot) pelican_p (ai_actors allies_old_temple_pelican)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location old_temple_pelican/pilot) True) (cs_fly_to old_temple_airspace/pel5 1) (vehicle_unload (ai_vehicle_get_from_starting_location old_temple_pelican/pilot) pelican_p) (sleep_until (or (= (volume_test_objects vol_old_temple_center_01 (players)) True) (= (volume_test_objects vol_old_temple_center_03 (players)) True) (= (volume_test_objects vol_old_temple_center_05 (players)) True))) (sleep 90) (wake old_temple_pelican_timer) (cs_vehicle_speed 1) (cs_fly_to old_temple_airspace/pel4 2) (cs_fly_by old_temple_airspace/pel3 5) (cs_fly_by old_temple_airspace/pel2 5) (cs_vehicle_boost True) (cs_fly_by old_temple_airspace/pel1 20) (cs_fly_by old_temple_airspace/pel0 20) (ai_erase old_temple_pelican) ) ) (script dormant old_temple_pelican (begin (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 5)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 5) 45) False)) (object_destroy (list_get (ai_actors all_allies) 5))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 4)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 4) 45) False)) (object_destroy (list_get (ai_actors all_allies) 4))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 3)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 3) 45) False)) (object_destroy (list_get (ai_actors all_allies) 3))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 2)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 2) 45) False)) (object_destroy (list_get (ai_actors all_allies) 2))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 1)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 1) 45) False)) (object_destroy (list_get (ai_actors all_allies) 1))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 0)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 0) 45) False)) (object_destroy (list_get (ai_actors all_allies) 0))) (sleep 5) (sleep_until (< (ai_living_count old_temple_phantom) 1)) (ai_place old_temple_pelican) (object_cannot_take_damage (ai_vehicle_get_from_starting_location old_temple_pelican/pilot)) (object_create_anew rack) (objects_attach (ai_vehicle_get_from_starting_location old_temple_pelican/pilot) pelican_sc_01 rack pin) (object_create_anew bomb01) (objects_attach rack rack01 bomb01 pin) (object_create_anew bomb02) (objects_attach rack rack02 bomb02 pin) (object_create_anew bomb03) (objects_attach rack rack03 bomb03 pin) (object_create_anew bomb04) (objects_attach rack rack04 bomb04 pin) (object_create_anew bomb05) (objects_attach rack rack05 bomb05 pin) (object_create_anew bomb06) (objects_attach rack rack06 bomb06 pin) (cs_run_command_script old_temple_pelican/pilot old_temple_pelican_arrives) (sleep_until (= old_temple_bombs_away True)) (begin_random (begin (objects_detach rack bomb01) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb02) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb03) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb04) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb05) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb06) (sleep (random_range 10 30)) ) ) ) ) (script static short_old_temple_pel (begin (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 5)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 5) 45) False)) (object_destroy (list_get (ai_actors all_allies) 5))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 4)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 4) 45) False)) (object_destroy (list_get (ai_actors all_allies) 4))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 3)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 3) 45) False)) (object_destroy (list_get (ai_actors all_allies) 3))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 2)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 2) 45) False)) (object_destroy (list_get (ai_actors all_allies) 2))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 1)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 1) 45) False)) (object_destroy (list_get (ai_actors all_allies) 1))) (sleep 5) (if (and (> (objects_distance_to_object (players) (list_get (ai_actors all_allies) 0)) 50) (= (objects_can_see_object (players) (list_get (ai_actors all_allies) 0) 45) False)) (object_destroy (list_get (ai_actors all_allies) 0))) (sleep 5) (ai_place allies_old_temple_pelican 4) (ai_place old_temple_pelican) (object_cannot_take_damage (ai_vehicle_get_from_starting_location old_temple_pelican/pilot)) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temple_pelican/pilot) pelican_p (ai_actors allies_old_temple_pelican)) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location old_temple_pelican/pilot) True) (object_create_anew rack) (objects_attach (ai_vehicle_get_from_starting_location old_temple_pelican/pilot) pelican_sc_01 rack pin) (object_create_anew bomb01) (objects_attach rack rack01 bomb01 pin) (object_create_anew bomb02) (objects_attach rack rack02 bomb02 pin) (object_create_anew bomb03) (objects_attach rack rack03 bomb03 pin) (object_create_anew bomb04) (objects_attach rack rack04 bomb04 pin) (object_create_anew bomb05) (objects_attach rack rack05 bomb05 pin) (object_create_anew bomb06) (objects_attach rack rack06 bomb06 pin) (cs_run_command_script old_temple_pelican/pilot old_temple_pelican_arrives) (sleep_until (= old_temple_bombs_away True)) (begin_random (begin (objects_detach rack bomb01) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb02) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb03) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb04) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb05) (sleep (random_range 10 30)) ) (begin (objects_detach rack bomb06) (sleep (random_range 10 30)) ) ) ) ) (script command old_temple_ph_01_arrives (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by old_temple_airspace/ph0 20) (cs_fly_by old_temple_airspace/ph1 20) (cs_vehicle_boost False) (cs_fly_by old_temple_airspace/ph2 20) (cs_fly_to old_temple_airspace/ph3a 3) (cs_vehicle_speed 0.5) (cs_fly_to old_temple_airspace/ph3a 1) (cs_fly_to old_temple_airspace/ph4a 1) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location old_temple_phantom/pilot) phantom_lc) (sleep_until (< (ai_living_count old_temple_phantom) 2) 30 900) (cs_fly_to_and_face old_temple_airspace/ph3a old_temple_airspace/ph2 1) (cs_vehicle_speed 1) (cs_fly_by old_temple_airspace/ph2 5) (cs_fly_by old_temple_airspace/ph1 5) (cs_vehicle_boost True) (cs_fly_by old_temple_airspace/ph0 20) (cs_fly_to old_temple_airspace/phx 20) (ai_erase old_temple_phantom) ) ) (script command old_temple_ph_02_arrives (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by old_temple_airspace/ph0 20) (cs_fly_by old_temple_airspace/ph1 20) (cs_vehicle_boost False) (cs_fly_by old_temple_airspace/ph2 20) (cs_fly_to old_temple_airspace/ph3b 3) (cs_vehicle_speed 0.5) (cs_fly_to_and_face old_temple_airspace/ph3b old_temple_airspace/ph1 1) (cs_fly_to old_temple_airspace/ph4b 1) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location old_temple_phantom/pilot) phantom_lc) (sleep_until (< (ai_living_count old_temple_phantom) 2) 30 900) (cs_fly_to old_temple_airspace/ph3b 1) (cs_vehicle_speed 1) (cs_fly_to_and_face old_temple_airspace/ph2 old_temple_airspace/ph1 1) (cs_fly_by old_temple_airspace/ph2 5) (cs_fly_by old_temple_airspace/ph1 5) (cs_vehicle_boost True) (cs_fly_by old_temple_airspace/ph0 20) (cs_fly_to old_temple_airspace/phx 20) (ai_erase old_temple_phantom) ) ) (script command old_temple_ph_04_arrives (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_boost True) (cs_fly_by old_temple_airspace/ph0 20) (cs_fly_by old_temple_airspace/ph1 20) (cs_vehicle_boost False) (cs_fly_by old_temple_airspace/ph2 20) (cs_fly_to old_temple_airspace/ph3c 5) (cs_vehicle_speed 0.5) (cs_fly_to_and_face old_temple_airspace/ph3c old_temple_airspace/p2 1) (cs_vehicle_speed 1) (cs_fly_to old_temple_airspace/ph4c 1) (object_set_phantom_power (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) True) (vehicle_unload (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_a01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_a02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_a03) (ai_set_orders old_temple_court_grunts_03 old_temple_courtyard_03) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_b01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_b02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_b03) (ai_set_orders old_temple_court_jackals_03 old_temple_courtyard_03) (sleep 60) (vehicle_unload (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_c01) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_c02) (sleep 15) (vehicle_unload (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_c03) (ai_set_orders old_temple_court_jackals_04 old_temple_courtyard_04) (sleep_until (< (ai_living_count old_temp_court_phantom) 2) 30 900) (object_set_phantom_power (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) False) (cs_fly_to old_temple_airspace/ph3c 1) (cs_fly_by old_temple_airspace/ph2 5) (cs_fly_by old_temple_airspace/ph1 5) (cs_vehicle_boost True) (cs_fly_by old_temple_airspace/ph0 20) (cs_fly_to old_temple_airspace/phx 20) (ai_erase old_temple_phantom) ) ) (script command old_temple_abort (begin (cs_enable_pathfinding_failsafe True) (if (= (volume_test_objects vol_old_temple_airspace_low (ai_actors old_temple_phantom)) True) (begin (cs_enable_moving True) (cs_enable_looking True) (sleep_until (= (volume_test_objects vol_old_temple_airspace_high (ai_actors old_temple_phantom)) True)) )) (cs_vehicle_speed 1) (cs_fly_by old_temple_airspace/ph2 5) (cs_fly_by old_temple_airspace/ph1 5) (cs_vehicle_boost True) (cs_fly_by old_temple_airspace/ph0 20) (cs_fly_to old_temple_airspace/phx 20) (ai_erase old_temple_phantom) ) ) (script static old_temple_phantom_01 (begin (sleep_until (< (ai_living_count old_temple_pelican) 1)) (ai_place old_temple_phantom) (ai_place old_temple_ghosts_air) (sleep 60) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temple_phantom/pilot) phantom_lc (ai_vehicle_get_from_starting_location old_temple_ghosts_air/1)) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temple_phantom/pilot) phantom_lc (ai_vehicle_get_from_starting_location old_temple_ghosts_air/2)) (sleep 60) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location old_temple_phantom/pilot) True) (cs_run_command_script old_temple_phantom/pilot old_temple_ph_01_arrives) (sleep_until (or (< (ai_living_count old_temple_phantom) 1) (< (ai_living_count old_temple_ghosts_air) 1))) (if (< (ai_living_count old_temple_ghosts_air) 1) (cs_run_command_script old_temple_phantom old_temple_abort)) (sleep_until (< (ai_living_count old_temple_phantom) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location old_temple_phantom/pilot)) ) ) (script static old_temple_phantom_02 (begin (sleep_until (< (ai_living_count old_temple_pelican) 1)) (ai_place old_temple_phantom) (ai_place old_temple_ghosts_air) (sleep 60) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temple_phantom/pilot) phantom_lc (ai_vehicle_get_from_starting_location old_temple_ghosts_air/1)) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temple_phantom/pilot) phantom_lc (ai_vehicle_get_from_starting_location old_temple_ghosts_air/2)) (sleep 60) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location old_temple_phantom/pilot) True) (cs_run_command_script old_temple_phantom/pilot old_temple_ph_02_arrives) (sleep_until (or (< (ai_living_count old_temple_phantom) 1) (< (ai_living_count old_temple_ghosts_air) 1))) (if (< (ai_living_count old_temple_ghosts_air) 1) (cs_run_command_script old_temple_phantom old_temple_abort)) (sleep_until (< (ai_living_count old_temple_phantom) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location old_temple_phantom/pilot)) ) ) (script dormant old_temple_phantom_04 (begin (sleep_until (< (ai_living_count old_temple_pelican) 1)) (ai_place old_temple_court_jackals_03 2) (ai_place old_temple_court_grunts_03 3) (ai_place old_temple_court_jackals_04 3) (ai_place old_temp_court_phantom) (sleep 60) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_c (ai_actors old_temple_court_jackals_04)) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_a (ai_actors old_temple_court_grunts_03)) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_b (ai_actors old_temple_court_jackals_03)) (sleep 60) (cs_run_command_script old_temp_court_phantom/pilot old_temple_ph_04_arrives) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) True) (sleep_until (< (ai_living_count old_temp_court_phantom) 1) 30 8000) (object_destroy (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot)) ) ) (script static short_old_temple_phantom (begin (ai_allegiance covenant prophet) (ai_place old_temple_court_jackals_03 2) (ai_place old_temple_court_grunts_03 3) (ai_place old_temple_court_jackals_04 3) (ai_place old_temp_court_phantom) (sleep 60) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_c (ai_actors old_temple_court_jackals_04)) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_a (ai_actors old_temple_court_grunts_03)) (vehicle_load_magic (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) phantom_p_b (ai_actors old_temple_court_jackals_03)) (sleep 60) (cs_run_command_script old_temp_court_phantom/pilot old_temple_ph_04_arrives) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location old_temp_court_phantom/pilot) True) ) ) (script dormant old_temple_vehicle_spawn (begin (ai_place old_temple_ghosts_far) (if (difficulty_heroic) (set old_temple_veh_total 3)) (if (difficulty_legendary) (set old_temple_veh_total 4)) (sleep_until (> (ai_living_count old_temple_ghosts_far) 0) 30 600) (sleep_until (begin (sleep_until (or (< (ai_living_count old_temple_vehicles) 1) (= (volume_test_objects vol_old_temple_debris (players)) True))) (game_save) (if (= (volume_test_objects vol_old_temple_debris (players)) True) (sleep_forever)) (if (= (volume_test_objects vol_old_temple_debris (players)) False) (ai_place old_temple_ghosts_far 1)) (sleep_until (= (volume_test_objects vol_old_temple_debris (players)) True) 30 (random_range 30 120)) (if (= (volume_test_objects vol_old_temple_debris (players)) True) (sleep_forever)) (if (= (volume_test_objects vol_old_temple_debris (players)) False) (ai_place old_temple_ghosts_far 1)) (set old_temple_veh_total (- old_temple_veh_total 1)) (or (and (difficulty_normal) (< old_temple_veh_total 2)) (and (difficulty_heroic) (< old_temple_veh_total 2)) (and (difficulty_legendary) (< old_temple_veh_total 3)) (= (volume_test_objects vol_old_temple_debris (players)) True)) )) (sleep_until (begin (sleep_until (or (< (ai_living_count old_temple_vehicles) 1) (= (volume_test_objects vol_old_temple_debris (players)) True))) (game_save) (if (= (volume_test_objects vol_old_temple_debris (players)) True) (sleep_forever)) (if (= (volume_test_objects vol_old_temple_debris (players)) False) (begin (ai_place old_temple_ghosts_far 1) (ai_set_orders old_temple_ghosts_far old_temple_vehicles_ltd) )) (sleep_until (= (volume_test_objects vol_old_temple_debris (players)) True) 30 (random_range 30 120)) (if (= (volume_test_objects vol_old_temple_debris (players)) True) (sleep_forever)) (if (= (volume_test_objects vol_old_temple_debris (players)) False) (begin (ai_place old_temple_ghosts_far 1) (ai_set_orders old_temple_ghosts_far old_temple_vehicles_ltd) )) (set old_temple_veh_total (- old_temple_veh_total 1)) (or (<= old_temple_veh_total 0) (= (volume_test_objects vol_old_temple_debris (players)) True)) )) (sleep_until (< (ai_living_count old_temple_vehicles) 1)) (set old_temple_ghosts_over True) ) ) (script dormant old_temple_near_right (begin (sleep_until (and (= (volume_test_objects vol_old_temple_near_right (players)) True) (= (volume_test_objects vol_old_temple_int_01 (players)) False) (= (volume_test_objects vol_old_temple_int_02 (players)) False) (> (player_count) 0))) (game_save) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_elites_near_right 1)) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_jackals_near_right (- 2 (ai_living_count old_temple_peri_jackals)))) ) ) (script dormant old_temple_far_left (begin (sleep_until (and (= (volume_test_objects vol_old_temple_far_left (players)) True) (= (volume_test_objects vol_old_temple_int_01 (players)) False) (= (volume_test_objects vol_old_temple_int_02 (players)) False) (> (player_count) 0))) (game_save) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_grunts_far_left (- 3 (ai_living_count old_temple_peri_grunts)))) ) ) (script dormant old_temple_far_right (begin (sleep_until (and (= (volume_test_objects vol_old_temple_far_right (players)) True) (= (volume_test_objects vol_old_temple_int_01 (players)) False) (= (volume_test_objects vol_old_temple_int_02 (players)) False) (> (player_count) 0))) (game_save) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_grunts_far_right (- 3 (ai_living_count old_temple_peri_grunts)))) ) ) (script dormant old_temple_below (begin (sleep_until (and (= (volume_test_objects vol_old_temple_below (players)) True) (= (volume_test_objects vol_old_temple_int_01 (players)) False) (= (volume_test_objects vol_old_temple_int_02 (players)) False) (> (player_count) 0))) (game_save) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_jackals_below_far (- (random_range 2 5) (ai_living_count old_temple_peri_jackals)))) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_jackals_below_near (- (random_range 2 5) (ai_living_count old_temple_peri_jackals)))) ) ) (script command old_temp_reman_fr (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 4) (cs_go_to old_temple/far_r) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location old_temple_turrets/far_r)) (cs_enable_targeting True) (cs_shoot True) (sleep_forever) ) ) (script command old_temp_reman_fl (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 4) (cs_go_to old_temple/far_l) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location old_temple_turrets/far_l)) (cs_enable_targeting True) (cs_shoot True) (sleep_forever) ) ) (script command old_temp_reman_nl (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 4) (cs_go_to old_temple/near_l) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location old_temple_turrets/near_l)) (cs_enable_targeting True) (cs_shoot True) (sleep_forever) ) ) (script command old_temp_reman_cen (begin (cs_enable_pathfinding_failsafe True) (cs_force_combat_status 4) (cs_go_to old_temple/center) (cs_go_to_vehicle (ai_vehicle_get_from_starting_location old_temple_turrets/center)) (cs_enable_targeting True) (cs_shoot True) (sleep_forever) ) ) (script dormant old_temple_turret_reman (begin (sleep_until (begin (if (and (> (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/far_r)) 0) (= (volume_test_objects vol_old_temple_farwall_all (players)) False) (> (player_count) 0) (< (ai_spawn_count old_temple_grunts_far_right) 5) (< (ai_living_count old_temple_grunts_far_right) 1) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location old_temple_turrets/far_r) (ai_actors old_temple_turrets)) False) (< (objects_distance_to_object (players) (ai_vehicle_get_from_starting_location old_temple_turrets/far_r)) 20)) (begin (ai_place old_temple_grunts_far_right/1) (cs_run_command_script old_temple_grunts_far_right/1 old_temp_reman_fr) )) (if (and (> (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/far_l)) 0) (= (volume_test_objects vol_old_temple_seawall_all (players)) False) (> (player_count) 0) (< (ai_spawn_count old_temple_grunts_far_left) 5) (< (ai_living_count old_temple_grunts_far_left) 1) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location old_temple_turrets/far_l) (ai_actors old_temple_turrets)) False) (< (objects_distance_to_object (players) (ai_vehicle_get_from_starting_location old_temple_turrets/far_l)) 20)) (begin (ai_place old_temple_grunts_far_left/1) (cs_run_command_script old_temple_grunts_far_left/1 old_temp_reman_fl) )) (if (and (> (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/near_l)) 0) (= (volume_test_objects vol_old_temple_seawall_all (players)) False) (> (player_count) 0) (< (ai_spawn_count old_temple_grunts_near_left) 5) (< (ai_living_count old_temple_grunts_near_left) 1) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location old_temple_turrets/near_l) (ai_actors old_temple_turrets)) False) (< (objects_distance_to_object (players) (ai_vehicle_get_from_starting_location old_temple_turrets/near_l)) 20)) (begin (ai_place old_temple_grunts_near_left/1) (cs_run_command_script old_temple_grunts_near_left/1 old_temp_reman_nl) )) (if (and (> (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/center)) 0) (= (volume_test_objects vol_old_temple_see_nook (players)) False) (> (player_count) 0) (< (ai_spawn_count old_temple_grunts_center) 5) (< (ai_living_count old_temple_grunts_center) 1) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location old_temple_turrets/center) (ai_actors old_temple_turrets)) False) (< (objects_distance_to_object (players) (ai_vehicle_get_from_starting_location old_temple_turrets/center)) 20)) (begin (ai_place old_temple_grunts_center/1) (cs_run_command_script old_temple_grunts_center/1 old_temp_reman_cen) )) (or (= (volume_test_objects vol_old_temple_center_01 (player0) ) True) (= (volume_test_objects vol_old_temple_center_03 (player0) ) True) (= (volume_test_objects vol_old_temple_center_05 (player0) ) True) (and (<= (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/far_r)) 0) (<= (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/far_l)) 0) (<= (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/near_l)) 0) (<= (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/center)) 0))) )) ) ) (script dormant old_temple_perimeter_nuke (begin (sleep_until (begin (if (and (= (objects_can_see_object (players) (list_get (ai_actors old_temple_peri_grunts) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors old_temple_peri_grunts) 0)) 10)) (object_destroy (list_get (ai_actors old_temple_peri_grunts) 0))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors old_temple_peri_jackals) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors old_temple_peri_jackals) 0)) 10)) (object_destroy (list_get (ai_actors old_temple_peri_jackals) 0))) (sleep 5) (and (< (ai_living_count old_temple_peri_grunts) 1) (< (ai_living_count old_temple_peri_jackals) 1)) )) (print "all gone") ) ) (script static nuke (begin (sleep_until (begin (if (and (= (objects_can_see_object (players) (list_get (ai_actors old_temple_peri_grunts) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors old_temple_peri_grunts) 0)) 10)) (object_destroy (list_get (ai_actors old_temple_peri_grunts) 0))) (sleep 5) (if (and (= (objects_can_see_object (players) (list_get (ai_actors old_temple_peri_jackals) 0) 45) False) (> (objects_distance_to_object (players) (list_get (ai_actors old_temple_peri_jackals) 0)) 10)) (object_destroy (list_get (ai_actors old_temple_peri_jackals) 0))) (sleep 5) (and (< (ai_living_count old_temple_peri_grunts) 1) (< (ai_living_count old_temple_peri_jackals) 1)) )) (print "all gone") ) ) (script command old_temple_middle_comment (begin (set old_temp_middle_go True) (cs_switch ally) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "ally: 'they're all pouring-out of the middle! let's get in there!'") (cs_play_line 0610) ) ) (script dormant old_temple_middle_ally (begin (sleep_until (or (< (ai_living_count all_allies) 1) (ai_scene old_temple_mid_scene old_temple_middle_comment all_allies)) 30 300) (sleep 30) (if (and (= old_temp_middle_go False) (= old_temple_chatter False)) (begin (set old_temple_chatter True) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'they're all pouring-out of the middle! let's get in there!'") (sleep (ai_play_line_on_object none 2070)) (sleep 30) (ai_dialogue_enable True) (set old_temple_chatter False) )) ) ) (script dormant old_temple_center (begin (sleep_until (or (and (= (unit_in_vehicle (player0) ) False) (or (= (volume_test_objects vol_old_temple_center_01 (player0) ) True) (= (volume_test_objects vol_old_temple_center_03 (player0) ) True) (= (volume_test_objects vol_old_temple_center_05 (player0) ) True))) (and (= (unit_in_vehicle (player1) ) False) (or (= (volume_test_objects vol_old_temple_center_01 (player1) ) True) (= (volume_test_objects vol_old_temple_center_03 (player1) ) True) (= (volume_test_objects vol_old_temple_center_05 (player1) ) True))))) (ai_disposable old_temple_peri_grunts True) (ai_disposable old_temple_peri_jackals True) (game_save) (sleep_forever old_temple_near_right) (sleep_forever old_temple_far_left) (sleep_forever old_temple_far_right) (sleep_forever old_temple_vehicle_spawn) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_tank/driver) True) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_warthog_01/driver) True) (cs_run_command_script old_temple_phantom old_temple_abort) (wake old_temple_perimeter_nuke) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_center_elites_01 (- 2 (ai_living_count old_temp_center_tough)))) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_center_grunts_01 (- 3 (ai_living_count old_temp_center_fodder)))) (wake old_temple_middle_ally) (sleep_until (or (= (volume_test_objects vol_old_temple_center_03 (players)) True) (= (volume_test_objects vol_old_temple_center_05 (players)) True) (< (ai_living_count old_temple_center_all) 3))) (game_save) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_center_grunts_03 (- 3 (ai_living_count old_temp_center_fodder)))) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_center_jackals_04 (- 2 (ai_living_count old_temp_center_tough)))) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_center_grunts_04 (- 6 (ai_living_count old_temp_center_fodder)))) (sleep_until (or (= (volume_test_objects vol_old_temple_center_05 (players)) True) (< (ai_living_count old_temple_center_all) 3))) (game_save) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_center_elites_05 (- 2 (ai_living_count old_temp_center_tough)))) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_center_jackals_05 (- 4 (ai_living_count old_temp_center_tough)))) (sleep_until (begin (if (and (< (ai_living_count old_temple_center_all) 2) (= (volume_test_objects vol_old_temple_court_01 (players)) False) (> (player_count) 0)) (ai_place old_temple_courtyard_lure 1)) (sleep_until (or (= (volume_test_objects vol_old_temple_close_nuff (players)) True) (< (ai_living_count old_temple_center_all) 2) (> (ai_spawn_count old_temple_courtyard_lure) 3)) 30 210) (or (= (volume_test_objects vol_old_temple_close_nuff (players)) True) (> (ai_spawn_count old_temple_courtyard_lure) 3)) )) (game_save) (sleep_until (< (ai_living_count old_temple_center_all) 1) 30 3600) (sleep_until (= (ai_trigger_test "done_fighting" old_temple_center_all) True) 30 3600) (game_save) ) ) (script dormant old_temple_playfight (begin (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_playfight_e 2)) (if (< (ai_living_count old_temple_enemies) 8) (ai_place old_temple_playfight_g 3)) (sleep_until (begin (if (< (ai_living_count old_temple_playfight_g) 3) (ai_place old_temple_playfight_g 1)) (or (= (volume_test_objects vol_old_temple_center_01 (players)) True) (= (volume_test_objects vol_old_temple_center_03 (players)) True)) )) (ai_set_orders allies_old_temple_pelican old_temple_center_allies_01) ) ) (script dormant old_temple_debris_comment (begin (sleep_until (and (= (volume_test_objects vol_old_temple_debris (players)) True) (= old_temple_chatter False))) (set old_temple_chatter True) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'looks like a landslide has blocked the main passage.'") (print "'we'll have to find an alternate route.'") (sleep (ai_play_line_on_object none 0670)) (sleep 30) (ai_dialogue_enable True) (set old_temple_chatter False) ) ) (script dormant old_temple_middle_reminder (begin (sleep_until (= (volume_test_objects vol_old_temple_in_court (players)) True) 30 8000) (if (and (= (volume_test_objects vol_old_temple_in_court (players)) False) (> (player_count) 0) (= old_temple_chatter False)) (begin (set old_temple_chatter True) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'the covenant holed-up in the middle of this structure.'") (print "'we need to clear them out.'") (sleep (ai_play_line_on_object none 0650)) (sleep 30) (ai_dialogue_enable True) (set old_temple_chatter False) )) (sleep_until (= (volume_test_objects vol_old_temple_in_court (players)) True) 30 8000) (if (and (= (volume_test_objects vol_old_temple_in_court (players)) False) (> (player_count) 0)) (begin (activate_team_nav_point_flag default player old_temple_exit 0) (sleep_until (= (volume_test_objects vol_old_temple_in_court (players)) True)) (deactivate_team_nav_point_flag player old_temple_exit) )) ) ) (script dormant old_temple_start (begin (sleep_until (= (volume_test_objects vol_old_temple_start (players)) True)) (ai_disposable tunnel_enemies_all True) (data_mine_set_mission_segment "05a_7_old_temple") (wake music_05a_04_stop) (game_save) (ai_place old_temple_init_jackals_nl 2) (sleep 2) (ai_place old_temple_turrets/center) (cs_run_command_script old_temple_turrets stay_shooting) (sleep 2) (ai_place old_temple_turrets/near_l) (cs_run_command_script old_temple_turrets stay_shooting) (sleep 2) (ai_place old_temple_turrets/far_l) (cs_run_command_script old_temple_turrets stay_shooting) (sleep 2) (ai_place old_temple_turrets/far_r) (cs_run_command_script old_temple_turrets stay_shooting) (wake old_temple_near_right) (wake old_temple_far_left) (wake old_temple_far_right) (wake old_temple_below) (wake old_temple_center) (wake old_temple_vehicle_spawn) (wake old_temple_middle_reminder) (wake old_temple_turret_reman) (if (difficulty_legendary) (wake arbiter_envy)) (sleep_until (or (= (volume_test_objects vol_old_temple_center_01 (players)) True) (= (volume_test_objects vol_old_temple_center_03 (players)) True) (and (<= (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/far_r)) 0) (<= (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/far_l)) 0) (<= (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/near_l)) 0) (<= (object_get_health (ai_vehicle_get_from_starting_location old_temple_turrets/center)) 0) (= old_temple_ghosts_over True)))) (game_save) (wake old_temple_pelican) (wake old_temple_playfight) (sleep_until (or (ai_scene old_temple_pel_scene old_temple_pelican_comment all_allies) (< (ai_living_count all_allies) 1)) 30 60) (sleep 300) (if (and (= old_temple_pel_comment_go False) (= old_temple_chatter False)) (begin (set old_temple_chatter True) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'pelican inbound!'") (sleep (ai_play_line_on_object none 2080)) (sleep 15) (print "cortana: 'let's clear a landing-zone!'") (sleep (ai_play_line_on_object none 2090)) (sleep 30) (ai_dialogue_enable True) (set old_temple_chatter False) )) (sleep_until (or (= (volume_test_objects vol_old_temple_center_01 (players)) True) (= (volume_test_objects vol_old_temple_center_03 (players)) True) (= (volume_test_objects vol_old_temple_in_court (players)) True)) 30 300) (if (and (= (volume_test_objects vol_old_temple_center_01 (players)) False) (= (volume_test_objects vol_old_temple_center_03 (players)) False) (= (volume_test_objects vol_old_temple_in_court (players)) False) (> (player_count) 0) (= old_temple_bombs_away False)) (begin (ai_dialogue_enable False) (sleep 60) (print "johnson: 'clear out the riff-raff so i can set her down!'") (sleep (ai_play_line_on_object none 0640)) (sleep 30) (ai_dialogue_enable True) )) (game_save) (sleep_until (< (ai_living_count old_temple_enemies) 1) 30 3600) (sleep_until (= (ai_trigger_test "done_fighting" old_temple_enemies) True) 30 3600) (game_save) ) ) (script dormant old_temple_debris_reminder (begin (sleep_until (= (volume_test_objects vol_through_debris (players)) True) 30 8000) (if (and (= (volume_test_objects vol_through_debris (players)) False) (> (player_count) 0) (= old_temple_chatter False)) (begin (set old_temple_chatter True) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'there should be a way through this debris '") (sleep (ai_play_line_on_object none 0680)) (sleep 30) (ai_dialogue_enable True) (set old_temple_chatter False) )) (sleep_until (= (volume_test_objects vol_grotto (players)) True) 30 4000) (if (and (= (volume_test_objects vol_grotto (players)) False) (> (player_count) 0)) (begin (activate_team_nav_point_flag default player courtyard_exit 0) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (deactivate_team_nav_point_flag player courtyard_exit) )) ) ) (script dormant old_temple_holo_translate (begin (sleep_until (< (ai_living_count old_temple_court_all) 1)) (sleep 300) (set court_holo_trans True) (sleep_until (and (= (volume_test_objects vol_old_temple_court_04 (players)) True) (= (objects_can_see_object (players) regret02 30) True) (= court_holo_chant False))) (ai_dialogue_enable False) (sleep 60) (custom_animation regret02 objects\characters\prophet\prophet regret_l05_0110_por True) (print "'in a gesture of peace and reconciliation, the prophets promised to find the means...'") (print "'...of the forerunners' transcendence, and to share this knowledge with the elites.'") (sleep (ai_play_line_on_object regret02 0110)) (sleep 30) (custom_animation regret02 objects\characters\prophet\prophet regret_l05_0120_por True) (print "'the elites promised to defend the prophets as they searched - '") (print "'a simple arrangement that has become our binding covenant!'") (sleep (ai_play_line_on_object regret02 0120)) (sleep 60) (if (= old_temple_chatter False) (begin (set old_temple_chatter True) (print "cortana: 'transcendence, huh? more like mass-suicide.'") (sleep (ai_play_line_on_object none 0660)) (set old_temple_chatter False) )) (sleep 30) (ai_dialogue_enable True) (sleep (random_range 240 480)) (set court_holo_trans False) ) ) (script dormant courtyard_holo_looper (begin (object_create regret02) (objects_attach court_throne_attach court_throne driver) (objects_attach court_throne driver regret02 ) (ai_disregard regret02 True) (sleep_until (begin (begin_random (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant1a True) (sleep (ai_play_line_on_object regret02 3000)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant2b True) (sleep (ai_play_line_on_object regret02 3001)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant2c True) (sleep (ai_play_line_on_object regret02 3002)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant3a True) (sleep (ai_play_line_on_object regret02 3003)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant3c True) (sleep (ai_play_line_on_object regret02 3004)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant5a True) (sleep (ai_play_line_on_object regret02 3005)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant6a True) (sleep (ai_play_line_on_object regret02 3006)) (sleep (random_range 240 480)) (set court_holo_chant False) )) ) False) ) ) ) (script static court_holo_looper (begin (object_create regret02) (objects_attach court_throne_attach court_throne driver) (objects_attach court_throne driver regret02 ) (ai_disregard regret02 True) (sleep_until (begin (begin_random (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant1a True) (sleep (ai_play_line_on_object regret02 3000)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant2b True) (sleep (ai_play_line_on_object regret02 3001)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant2c True) (sleep (ai_play_line_on_object regret02 3002)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant3a True) (sleep (ai_play_line_on_object regret02 3003)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant3c True) (sleep (ai_play_line_on_object regret02 3004)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant5a True) (sleep (ai_play_line_on_object regret02 3005)) (sleep (random_range 240 480)) (set court_holo_chant False) )) (if (= court_holo_trans False) (begin (set court_holo_chant True) (custom_animation regret02 objects\characters\prophet\prophet regret_chant6a True) (sleep (ai_play_line_on_object regret02 3006)) (sleep (random_range 240 480)) (set court_holo_chant False) )) ) False) ) ) ) (script dormant old_temple_archaeologist (begin (sleep_until (= (ai_trigger_test "done_fighting" all_enemies) True)) (sleep_until (or (= (ai_trigger_test "done_fighting" all_enemies) True) (= (volume_test_objects vol_through_debris (players)) True))) (sleep_until (= (volume_test_objects vol_through_debris (players)) True) 30 300) (if (and (= (volume_test_objects vol_through_debris (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'what happened to this place? the stones '") (print "'this isn't normal wear and tear. it almost looks like battle-scarring '") (sleep (ai_play_line_on_object none 0590)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script dormant old_temple_courtyard (begin (sleep_until (or (= (volume_test_objects vol_old_temple_court_01 (players)) True) (= (volume_test_objects vol_old_temple_in_court (players)) True))) (ai_disposable old_temple_center_all True) (data_mine_set_mission_segment "05a_8_old_temple_courtyard") (wake courtyard_holo_looper) (game_save) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_elites_01 2)) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_grunts_01 3)) (sleep_until (or (< (ai_living_count old_temple_court_all) 3) (= (volume_test_objects vol_old_temple_court_02 (players)) True))) (game_save) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_grunts_02 (- 4 (ai_living_count old_temple_court_grunts_01)))) (sleep_until (or (< (ai_living_count old_temple_court_all) 3) (= (volume_test_objects vol_old_temple_court_04 (players)) True))) (game_save) (wake old_temple_holo_translate) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_jackals_03 (- 2 (ai_living_count old_temple_court_elites_01)))) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_grunts_03 (- 3 (+ (ai_living_count old_temple_court_grunts_01) (ai_living_count old_temple_court_grunts_02))))) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_jackals_04 2)) (sleep_until (or (< (ai_living_count old_temple_court_all) 3) (= (volume_test_objects vol_old_temple_court_05 (players)) True))) (game_save) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_elites_05 2)) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_jackals_05 2)) (wake old_temple_debris_reminder) (sleep_until (= (volume_test_objects vol_old_temple_court_06 (players)) True)) (game_save) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_jackals_06 2)) (if (< (ai_living_count old_temple_court_all) 8) (ai_place old_temple_court_grunts_06 3)) (sleep_until (< (ai_living_count old_temple_court_all) 1) 30 4000) (sleep_until (= (ai_trigger_test "done_fighting" old_temple_court_all) True) 30 3600) (game_save) ) ) (script dormant grotto_cortana_comment (begin (sleep_until (and (= (volume_test_objects vol_grotto_follow_01 (players)) True) (= (objects_can_see_flag (players) grotto_center 30) True))) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'you always bring me to such nice places.'") (sleep (ai_play_line_on_object none 0690)) (sleep 30) (wake music_05a_05_start) (ai_dialogue_enable True) (sleep_until (game_safe_to_save)) (game_save) ) ) (script command grotto_ally_cheese (begin (cs_switch ally01) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "odst: 'my girl would dig this place. so beautiful '") (cs_play_line 0700) (sleep 30) (cs_switch ally02) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "odst: 'beautiful and dangerous, man.'") (cs_play_line 0710) (sleep 30) (cs_switch ally01) (cs_enable_pathfinding_failsafe True) (cs_abort_on_damage True) (print "odst: 'hey. that's why i love her.'") (cs_play_line 0720) ) ) (script dormant grotto_ally_comments (begin (sleep_until (ai_scene grotto_ally_cheese_scene grotto_ally_cheese all_allies) 30 450) ) ) (script dormant grotto_reminder (begin (sleep_until (= (volume_test_objects vol_grotto_exit (players)) True) 30 8000) (if (and (= (volume_test_objects vol_grotto_exit (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'we're approaching another structure. it should be the...'") (print "'...lake access-point we've been looking for '") (sleep (ai_play_line_on_object none 0750)) (sleep 30) (ai_dialogue_enable True) )) (sleep_until (= (volume_test_objects vol_grotto_exit (players)) True) 30 4000) (if (and (= (volume_test_objects vol_grotto_exit (players)) False) (> (player_count) 0)) (begin (activate_team_nav_point_flag default player grotto_exit 0) (sleep_until (= (volume_test_objects vol_grotto_exit (players)) True)) (deactivate_team_nav_point_flag player grotto_exit) )) ) ) (script dormant grotto_pool (begin (sleep_until (or (< (ai_living_count grotto_init_01) 1) (= (volume_test_objects vol_grotto_first_pool_01 (players)) True) (= (volume_test_objects vol_grotto_mid_02 (players)) True) (= (volume_test_objects vol_grotto_mid_03 (players)) True))) (if (or (= (volume_test_objects vol_grotto_mid_02 (players)) True) (= (volume_test_objects vol_grotto_mid_03 (players)) True)) (sleep_forever)) (if (< (ai_living_count grotto_enemies) 8) (ai_place grotto_crack_grunts 2)) (sleep_until (or (< (ai_living_count grotto_crack_grunts) 2) (= (volume_test_objects vol_grotto_first_pool_02 (players)) True) (= (volume_test_objects vol_grotto_mid_02 (players)) True) (= (volume_test_objects vol_grotto_mid_03 (players)) True))) (if (or (= (volume_test_objects vol_grotto_mid_02 (players)) True) (= (volume_test_objects vol_grotto_mid_03 (players)) True)) (sleep_forever)) (if (< (ai_living_count grotto_enemies) 8) (ai_place grotto_buggers_new_01 (- 4 (ai_living_count grotto_buggers)))) (sleep_until (or (< (ai_living_count grotto_buggers_new_01) 2) (= (volume_test_objects vol_grotto_mid_02 (players)) True) (= (volume_test_objects vol_grotto_mid_03 (players)) True))) (sleep_until (begin (if (< (ai_living_count grotto_pool_grunts) 1) (ai_place grotto_pool_grunts 1)) (or (= (volume_test_objects vol_grotto_mid_02 (players)) True) (= (volume_test_objects vol_grotto_mid_03 (players)) True) (> (ai_spawn_count grotto_pool_grunts) 3)) )) ) ) (script dormant grotto_buggers_reinforce (begin (if (and (< (ai_living_count grotto_enemies) 8) (difficulty_legendary)) (ai_place grotto_buggers_01 (- 4 (ai_living_count grotto_buggers)))) (sleep_until (= (volume_test_objects vol_grotto_mid_03 (players)) True)) (ai_migrate grotto_buggers_01 grotto_buggers_02) (if (< (ai_living_count grotto_enemies) 8) (ai_place grotto_buggers_02 (- 4 (ai_living_count grotto_buggers)))) ) ) (script dormant grotto_extra_checkpoint (begin (sleep 60) (sleep_until (and (= (volume_test_objects vol_grotto (players)) False) (> (player_count) 0))) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (game_save) ) ) (script command grotto_entry_patrol (begin (cs_abort_on_alert True) (sleep_until (begin (begin (cs_go_to_and_face grotto/p0 grotto/p2) (cs_aim True grotto/p2) (sleep (random_range 30 90)) (cs_aim False grotto/p2) ) (begin (cs_go_to_and_face grotto/p1 grotto/p2) (cs_aim True grotto/p2) (sleep (random_range 30 90)) (cs_aim False grotto/p2) ) False) ) ) ) (script dormant grotto_start (begin (ai_disposable old_temple_enemies True) (data_mine_set_mission_segment "05a_9_grotto") (game_save) (wake 05a_title2) (ai_place grotto_init_01 1) (ai_place grotto_init_04 1) (ai_place grotto_init_05 1) (ai_place grotto_init_07 1) (ai_place grotto_init_09 1) (cs_run_command_script grotto_init_09 grotto_entry_patrol) (ai_place grotto_init_11 2) (wake grotto_cortana_comment) (wake grotto_pool) (wake grotto_extra_checkpoint) (sleep_until (= (volume_test_objects vol_grotto_mid_02 (players)) True)) (game_save) (if (or (difficulty_heroic) (difficulty_legendary)) (set grotto_final_snipers 2)) (begin_random (if (and (> grotto_final_snipers 0) (< (ai_living_count grotto_enemies) 8)) (begin (ai_place grotto_cave_jackals_02 1) (set grotto_final_snipers (- grotto_final_snipers 1)) )) (if (and (> grotto_final_snipers 0) (< (ai_living_count grotto_enemies) 8)) (begin (ai_place grotto_cave_jackals_03 1) (set grotto_final_snipers (- grotto_final_snipers 1)) )) ) (if (< (ai_living_count grotto_enemies) 8) (ai_place grotto_cave_jackals_01 1)) (if (< (ai_living_count grotto_enemies) 8) (ai_place grotto_cave_elites 1)) (wake grotto_buggers_reinforce) (sleep_until (= (volume_test_objects vol_grotto_far_top (players)) True)) (game_save) (wake grotto_reminder) (ai_migrate grotto_buggers_02 grotto_buggers_03) (if (and (< (ai_living_count grotto_enemies) 8) (difficulty_legendary)) (ai_place grotto_buggers_03 (- 4 (ai_living_count grotto_buggers)))) (ai_set_orders grotto_buggers grotto_follow_03) (if (< (ai_living_count grotto_enemies) 8) (ai_place grotto_end_elites_01 1)) (sleep 30) (if (< (ai_living_count grotto_enemies) 8) (ai_place grotto_end_jackals_02 2)) (sleep 30) (if (< (ai_living_count grotto_enemies) 8) (ai_place grotto_end_elites_02 1)) (sleep_until (= (volume_test_objects vol_grotto_end (players)) True)) (wake music_05a_05_stop) (game_save) (ai_set_orders grotto_initial grotto_follow_03) (sleep_until (< (ai_living_count grotto_enemies) 1)) (game_save) ) ) (script dormant approach_cortana_comment (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'good. still no word about in amber clad on the covenant battle-net.'") (sleep (ai_play_line_on_object none 0760)) (sleep 60) (print "cortana: 'it's odd - the covenant know we made land-fall,'") (print "'but they don't seem to consider us a very serious threat.'") (sleep (ai_play_line_on_object none 0770)) (sleep 30) (print "cortana: 'boy are they in for a big surprise!'") (sleep (ai_play_line_on_object none 0780)) (sleep 30) (ai_dialogue_enable True) (game_save) ) ) (script dormant approach_reminder (begin (sleep_until (= (volume_test_objects vol_tower1 (players)) True) 30 3600) (if (and (= (volume_test_objects vol_tower1 (players)) False) (> (player_count) 0)) (begin (ai_dialogue_enable False) (sleep 60) (print "cortana: 'this tower cluster should connect to the structures further...'") (print "'...out in the lake. let's get inside.'") (sleep (ai_play_line_on_object none 0790)) (sleep 30) (ai_dialogue_enable True) )) ) ) (script dormant temple_approach_start (begin (ai_disposable grotto_enemies True) (data_mine_set_mission_segment "05a_10_tower_approach") (ai_place approach_jackal_01) (ai_place approach_jackal_02) (ai_place approach_jackal_03) (ai_place approach_elite_01) (ai_place approach_elite_02) (ai_place approach_elite_03) (ai_place approach_grunts_01) (wake approach_cortana_comment) (wake approach_reminder) (sleep_until (or (= (volume_test_objects vol_approach_ramp (players)) True) (and (= (volume_test_objects vol_approach_music (players)) True) (= (objects_can_see_flag (players) see_tower1 30) True)))) (wake music_05a_06_start) (sleep_until (or (> (ai_combat_status approach_enemies) ai_combat_status_idle) (= (volume_test_objects vol_approach_ramp (players)) True))) (if (and (= (volume_test_objects vol_approach_ramp (players)) False) (> (player_count) 0) (< (ai_living_count approach_enemies) 8)) (ai_place approach_buggers 5)) (sleep 2) (sleep_until (< (ai_living_count approach_buggers) 1)) (sleep_until (and (or (= (volume_test_object vol_no_see_ramp (player0) ) True) (= (volume_test_object vol_no_see_approach (player0) ) True)) (or (= (volume_test_object vol_no_see_ramp (player1) ) True) (= (volume_test_object vol_no_see_approach (player1) ) True) (= (game_is_cooperative) False)))) (if (< (ai_living_count approach_enemies) 8) (ai_place approach_buggers_too 4)) ) ) (script dormant tower1_holo_looper (begin (object_create regret03) (objects_attach tower1_throne driver regret03 ) (ai_disregard regret03 True) (sleep_until (begin (begin_random (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant1a True) (sleep (ai_play_line_on_object regret03 3000)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant2b True) (sleep (ai_play_line_on_object regret03 3001)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant2c True) (sleep (ai_play_line_on_object regret03 3002)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant3a True) (sleep (ai_play_line_on_object regret03 3003)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant3c True) (sleep (ai_play_line_on_object regret03 3004)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant5a True) (sleep (ai_play_line_on_object regret03 3005)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) (if (= tower1_holo_trans False) (begin (set tower1_holo_chant True) (custom_animation regret03 objects\characters\prophet\prophet regret_chant6a True) (sleep (ai_play_line_on_object regret03 3006)) (sleep (random_range 240 480)) (set tower1_holo_chant False) )) ) False) ) ) ) (script dormant tower1_hg_warn (begin (sleep_until (and (= (volume_test_objects vol_tower1_see_hg (players)) True) (or (objects_can_see_object (players) (list_get (ai_actors tower1_hg_01a) 0) 30) (objects_can_see_object (players) (list_get (ai_actors tower1_hg_01b) 0) 30)))) (ai_dialogue_enable False) (sleep 60) (print "cortana: 'watch yourself! honor-guards!'") (sleep (ai_play_line_on_object none 0800)) (sleep 30) (ai_dialogue_enable True) ) ) (script command long_pause_point (begin (sleep_until (> (ai_combat_status ai_current_actor) ai_combat_status_idle)) (cs_aim_player True) (cs_custom_animation objects\characters\elite\elite combat:rifle:warn 1 True) (cs_aim_player False) ) ) (script dormant tower1_start (begin (sleep_until (= (volume_test_objects vol_tower1 (players)) True)) (ai_disposable approach_enemies True) (data_mine_set_mission_segment "05a_11_tower1_interior") (wake tower1_holo_looper) (game_save) (ai_place tower1_hg_01a 1) (ai_place tower1_hg_01b 1) (begin_random (if (= who_points True) (begin (cs_run_command_script tower1_hg_01a long_pause_point) (ai_set_orders tower1_hg_01a tower1_hg1a) (cs_run_command_script tower1_hg_01b long_pause) (ai_set_orders tower1_hg_01b tower1_hg1b_back) (set who_points False) )) (if (= who_points True) (begin (cs_run_command_script tower1_hg_01a long_pause) (ai_set_orders tower1_hg_01a tower1_hg1a_back) (cs_run_command_script tower1_hg_01b long_pause_point) (ai_set_orders tower1_hg_01b tower1_hg1b) (set who_points False) )) ) (wake tower1_hg_warn) (sleep_until (or (and (< (ai_living_count tower1_hg_01a) 1) (< (ai_living_count tower1_hg_01b) 1)) (= (volume_test_objects vol_tower1_upper (players)) True))) (ai_place tower1_hg_02a (- 1 (ai_living_count tower1_hg_01a))) (ai_place tower1_hg_02b (- 1 (ai_living_count tower1_hg_01b))) (sleep_until (< (ai_living_count tower1_enemies) 1) 30 8000) (sleep_until (= (ai_trigger_test "done_fighting" tower1_enemies) True)) (sleep_until (= (volume_test_objects vol_tower1_all (players)) True)) (playtest_mission) (sleep 30) (sound_class_set_gain "" 0 15) (cinematic_fade_to_white) (sleep 30) (game_won) ) ) (script command temple_ent_go (begin (cs_enable_pathfinding_failsafe True) (cs_vehicle_speed 0.5) (cs_go_to_and_face temple_ent/p2 temple_ent/p1) (cs_vehicle_speed 0.25) (cs_go_to_and_face temple_ent/p0 temple_ent/p1) (cs_move_in_direction 0 10 0) ) ) (script dormant bridge_bunker_backup (begin (if (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (ai_actors lz_warthog_01)) True) (sleep_until (and (= (volume_test_objects vol_bunker_parking (ai_actors lz_warthog_01)) True) (= (ai_trigger_test "done_fighting" lz_warthog_01) True)))) (ai_vehicle_exit all_allies) (ai_set_orders all_allies allies_bridge_bunker) ) ) (script dormant ally_order_monitor (begin (sleep_until (or (= lz_mounted_up True) (= (volume_test_objects vol_lz_all (players)) False))) (sleep_until (begin (ai_set_orders ally_infantry allies_overlook_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_overlook_pause) (ai_set_orders lz_warthog_01 allies_overlook_follow)) (= (volume_test_objects vol_overlook_pause (players)) True) )) (sleep_until (or (= (volume_test_objects vol_bridge_pause (players)) True) (and (= (volume_test_objects vol_overlook_pause (ai_actors lz_warthog_01)) True) (= (ai_trigger_test "done_fighting" overlook_jackals) True)))) (sleep_until (= (volume_test_objects vol_bridge_pause (players)) True) 30 300) (sleep_until (begin (ai_set_orders ally_infantry allies_bridge_follow_01) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_bridge_pause) (ai_set_orders lz_warthog_01 allies_bridge_follow_01)) (= (volume_test_objects vol_bridge_pause (players)) True) )) (sleep_until (and (= (volume_test_objects vol_bridge_pause (players)) False) (> (player_count) 0)) 30 300) (sleep_until (begin (ai_set_orders ally_infantry allies_bridge_follow_01) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_bridge_advance) (ai_set_orders lz_warthog_01 allies_bridge_follow_01)) (= (volume_test_objects vol_bridge_inside_bunker (players)) True) )) (ai_set_orders ally_infantry allies_bridge_bunker) (ai_set_orders lz_warthog_01 allies_bridge_bunker) (wake bridge_bunker_backup) (sleep_until (or (= bridge_pelican_arrived True) (= (volume_test_objects vol_bridge_middle (players)) True))) (sleep_until (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True) (= (volume_test_objects vol_bridge_middle (players)) True))) (ai_enter_squad_vehicles all_allies) (sleep_until (begin (ai_set_orders ally_infantry allies_bridge_follow_02) (ai_set_orders bridge_tank allies_bridge_follow_02) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_bridge_cross) (ai_set_orders lz_warthog_01 allies_bridge_follow_02)) (or (= (volume_test_objects vol_winding_path (players)) True) (and (= (volume_test_objects vol_bridge_farside_all (ai_actors lz_warthog_01)) True) (= (ai_trigger_test "done_fighting" bridge_farside_enemies) True))) )) (sleep_until (begin (ai_set_orders ally_infantry allies_w_path_follow) (ai_set_orders bridge_tank allies_w_path_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_w_path_advance) (ai_set_orders lz_warthog_01 allies_w_path_follow)) (or (= (volume_test_objects vol_temple_ent_start (players)) True) (and (= (volume_test_objects vol_temple_entrance (ai_actors lz_warthog_01)) True) (= (ai_trigger_test "done_fighting" winding_path_enemies) True))) )) (sleep_until (begin (ai_set_orders ally_infantry allies_temple_ent_follow) (ai_set_orders bridge_tank allies_temple_ent_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_temple_ent_advance_01) (ai_set_orders lz_warthog_01 allies_temple_ent_follow)) (or (= (volume_test_objects vol_tunnel_01 (players)) True) (= temple_ent_phase_01 True) (and (= (volume_test_objects vol_temple_ent_03 (ai_actors lz_warthog_01)) True) (= (ai_trigger_test "done_fighting" temple_ent_enemies_all) True))) )) (sleep_until (begin (ai_set_orders ally_infantry allies_temple_ent_follow) (ai_set_orders bridge_tank allies_temple_ent_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_temple_ent_advance_02) (ai_set_orders lz_warthog_01 allies_temple_ent_follow)) (or (= (volume_test_objects vol_tunnel_01 (players)) True) (= temple_ent_phase_02 True) (and (= (volume_test_objects vol_temple_ent_03 (ai_actors lz_warthog_01)) True) (= (ai_trigger_test "done_fighting" temple_ent_enemies_all) True))) )) (sleep_until (begin (ai_set_orders ally_infantry allies_temple_ent_follow) (ai_set_orders bridge_tank allies_temple_ent_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_temple_ent_advance_03) (ai_set_orders lz_warthog_01 allies_temple_ent_follow)) (or (= (volume_test_objects vol_tunnel_01 (players)) True) (and (= (volume_test_objects vol_temple_ent_03 (ai_actors lz_warthog_01)) True) (= (ai_trigger_test "done_fighting" temple_ent_enemies_all) True))) )) (cs_run_command_script bridge_tank/driver temple_ent_go) (sleep_until (begin (ai_set_orders ally_infantry allies_tunnel_follow) (ai_set_orders bridge_tank allies_tunnel_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_tunnel_advance) (ai_set_orders lz_warthog_01 allies_tunnel_follow)) (or (= (volume_test_objects vol_old_temple_near_left (players)) True) (and (= (volume_test_objects vol_tunnel_03 (ai_actors lz_warthog_01)) True) (= (ai_trigger_test "done_fighting" tunnel_enemies_all) True))) )) (sleep_until (begin (ai_set_orders ally_infantry allies_old_temple_follow) (ai_set_orders bridge_tank allies_old_temple_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_old_temple_advance) (ai_set_orders lz_warthog_01 allies_old_temple_follow)) (or (= (volume_test_objects vol_old_temple_center_01 (players)) True) (= (volume_test_objects vol_old_temple_center_01 (ai_actors lz_warthog_01)) True)) )) (sleep_until (and (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player0) ) False) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player1) ) False))) (ai_vehicle_exit all_allies) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_tank/driver) True) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_warthog_01/driver) True) (ai_migrate allies_old_temple_pelican allies_old_temple_real) (ai_set_orders all_allies allies_old_temp_center) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (ai_set_orders all_allies allies_grotto_suppress) (sleep_until (> (ai_combat_status grotto_enemies) ai_combat_status_idle)) (ai_set_orders all_allies grotto_follow_01) (sleep_until (= (volume_test_objects vol_grotto_exit (players)) True)) (ai_set_orders all_allies allies_grotto_exit) (sleep_until (= (structure_bsp_index) 1)) (ai_set_orders all_allies allies_approach) (sleep_until (= (volume_test_objects vol_tower1 (players)) True)) (ai_set_orders all_allies allies_tower1) ) ) (script static sleep_intro (begin (sleep_forever lz_start) (sleep_forever lz_turret_track) (sleep_forever lz_turret_reminder) (sleep_forever lz_pelican) (sleep_forever lz_pelican_wait) (sleep_forever lz_phantom_03_start) ) ) (script static sleep_bridge (begin (sleep_forever overlook_start) (sleep_forever overlook_reminder) (sleep_forever bridges_start) (sleep_forever crack_spawn) (sleep_forever bunker_upper_spawn_01) (sleep_forever bunker_upper_spawn_03) (sleep_forever bunker_lower_spawn_01) (sleep_forever bunker_turret_remanning) (sleep_forever bunker_spawn_checker) (sleep_forever bridge_ghosts_by_phantom) (sleep_forever farside_ghosts_spawn) (sleep_forever bridge_phantom_reinforce_01a) (sleep_forever bridge_phantom_reinforce_01b) (sleep_forever bridge_phantom_reinforce_02a) (sleep_forever bridge_phantom_reinforce_02b) (sleep_forever bridge_cortana_comment) (sleep_forever bridge_wraith_warning) (sleep_forever bridge_activate_reminder) (sleep_forever bunker_holo_looper) (sleep_forever bridge_holo_translate) (sleep_forever bridge_pelican_wait) (sleep_forever bridge_cross_reminder) (sleep_forever bridge_banshee_spawn) (sleep_forever bridge_spare_ghost_spawn) ) ) (script static sleep_winding_path (begin (sleep_forever winding_path_start) ) ) (script static sleep_temple_ent (begin (sleep_forever old_temple_entrance_start) (sleep_forever temple_ent_ghost_alert) (sleep_forever temple_ent_veh_spawn) (sleep_forever temple_ent_reminder) (sleep_forever temple_ent_arch) ) ) (script static sleep_tunnel (begin (sleep_forever tunnel_start) ) ) (script static sleep_old_temple (begin (sleep_forever old_temple_start) (sleep_forever old_temple_near_right) (sleep_forever old_temple_far_left) (sleep_forever old_temple_far_right) (sleep_forever old_temple_below) (sleep_forever old_temple_center) (sleep_forever old_temple_courtyard) (sleep_forever old_temple_vehicle_spawn) (sleep_forever old_temple_pelican) (sleep_forever old_temple_phantom_01) (sleep_forever old_temple_phantom_02) (sleep_forever old_temple_turret_reman) (sleep_forever old_temple_perimeter_nuke) (sleep_forever old_temple_middle_ally) (sleep_forever old_temple_playfight) (sleep_forever old_temple_debris_comment) (sleep_forever old_temple_middle_comment) (sleep_forever old_temple_debris_reminder) (sleep_forever old_temple_holo_translate) (sleep_forever courtyard_holo_looper) (sleep_forever old_temple_archaeologist) ) ) (script static sleep_grotto (begin (sleep_forever grotto_start) (sleep_forever grotto_buggers_reinforce) (sleep_forever grotto_cortana_comment) (sleep_forever grotto_ally_comments) (sleep_forever grotto_reminder) (sleep_forever grotto_pool) (sleep_forever grotto_extra_checkpoint) ) ) (script static sleep_approach (begin (sleep_forever temple_approach_start) (sleep_forever approach_reminder) ) ) (script startup mission (begin (cinematic_snap_to_black) (if (= (volume_test_objects vol_starting_locations (players)) True) (begin (sound_suppress_ambience_update_on_revert) (if (cinematic_skip_start) (begin (x05) )) (cinematic_skip_stop) (cinematic_snap_to_white) (if (cinematic_skip_start) (begin (c05_intro) )) (cinematic_skip_stop) )) (sleep 2) (switch_bsp 0) (sleep 2) (ai_allegiance covenant prophet) (ai_allegiance player human) (objectives_clear) (prep_return_from_intro) (camera_control False) (sleep 1) (cache_block_for_one_frame) (sleep 1) (wake 05a_title0) (wake objective_lz_set) (wake kill_volumes) (wake lz_start) (wake ally_order_monitor) (sleep_until (= (volume_test_objects vol_overlook (players)) True)) (wake overlook_start) (wake bridges_start) (wake objective_bridge_set) (sleep_until (= (volume_test_objects vol_winding_path (players)) True)) (wake winding_path_start) (wake old_temple_entrance_start) (wake objective_bridge_clear) (wake objective_ruins_set) (sleep_intro) (sleep_until (= (volume_test_objects vol_tunnel_01 (players)) True)) (wake tunnel_start) (wake old_temple_start) (wake old_temple_courtyard) (sleep_bridge) (sleep_winding_path) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (wake grotto_start) (sleep_temple_ent) (sleep_tunnel) (sleep_until (= (volume_test_objects vol_approach (players)) True)) (wake temple_approach_start) (wake tower1_start) (wake objective_ruins_clear) (wake objective_tower1_set) (sleep_old_temple) (sleep_until (= (volume_test_objects vol_tower1 (players)) True)) (sleep_grotto) ) ) (script static short_allies (begin (ai_allegiance player human) (ai_place lz_warthog_01) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) (ai_place_in_vehicle allies_lz_ridge lz_warthog_01) (object_teleport (ai_vehicle_get_from_starting_location lz_warthog_01/driver) ally_start) (sleep_until (begin (ai_set_orders ally_infantry allies_overlook_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_overlook_pause) (ai_set_orders lz_warthog_01 allies_overlook_follow)) (= (volume_test_objects vol_overlook_pause (players)) True) )) (sleep 30) (print "arrived") (sleep 30) (sleep_until (begin (ai_set_orders ally_infantry allies_bridge_follow_01) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_bridge_pause) (ai_set_orders lz_warthog_01 allies_bridge_follow_01)) (= (volume_test_objects vol_bridge_pause (players)) True) )) (sleep 30) (print "arrived") (sleep 30) (sleep_until (begin (ai_set_orders ally_infantry allies_bridge_follow_02) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_bridge_cross) (ai_set_orders lz_warthog_01 allies_bridge_follow_02)) (or (= (volume_test_objects vol_winding_path (players)) True) (= (volume_test_objects vol_bridge_farside_all (ai_actors lz_warthog_01)) True)) )) (sleep 30) (print "arrived") (sleep 30) (sleep_until (begin (ai_set_orders ally_infantry allies_w_path_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_w_path_advance) (ai_set_orders lz_warthog_01 allies_w_path_follow)) (or (= (volume_test_objects vol_temple_ent_start (players)) True) (= (volume_test_objects vol_temple_entrance (ai_actors lz_warthog_01)) True)) )) (sleep 30) (print "arrived") (sleep 30) (sleep_until (begin (ai_set_orders ally_infantry allies_temple_ent_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_temple_ent_advance_03) (ai_set_orders lz_warthog_01 allies_temple_ent_follow)) (or (= (volume_test_objects vol_tunnel_01 (players)) True) (= (volume_test_objects vol_temple_ent_03 (ai_actors lz_warthog_01)) True)) )) (cs_run_command_script bridge_tank/driver temple_ent_go) (sleep 30) (print "arrived") (sleep 30) (sleep_until (begin (ai_set_orders ally_infantry allies_tunnel_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_tunnel_advance) (ai_set_orders lz_warthog_01 allies_tunnel_follow)) (or (= (volume_test_objects vol_old_temple_near_left (players)) True) (= (volume_test_objects vol_tunnel_03 (ai_actors lz_warthog_01)) True)) )) (sleep 30) (print "arrived") (sleep 30) (sleep_until (begin (ai_set_orders ally_infantry allies_old_temple_follow) (if (or (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player0) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) True) (= (vehicle_test_seat_list (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_g (player1) ) True)) (ai_set_orders lz_warthog_01 allies_old_temple_advance) (ai_set_orders lz_warthog_01 allies_old_temple_follow)) (or (= (volume_test_objects vol_old_temple_center_01 (players)) True) (= (volume_test_objects vol_old_temple_center_01 (ai_actors lz_warthog_01)) True)) )) (sleep 30) (print "arrived") (sleep 30) (ai_vehicle_exit all_allies) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location bridge_tank/driver) True) (ai_vehicle_reserve (ai_vehicle_get_from_starting_location lz_warthog_01/driver) True) (ai_migrate allies_old_temple_pelican allies_old_temple_real) (ai_set_orders all_allies allies_old_temp_center) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (ai_set_orders all_allies grotto_follow_01) (sleep_until (= (volume_test_objects vol_grotto_exit (players)) True)) (ai_set_orders all_allies allies_grotto_exit) (sleep_until (= (structure_bsp_index) 1)) (ai_set_orders all_allies allies_approach) (sleep_until (= (volume_test_objects vol_tower1 (players)) True)) (ai_set_orders all_allies allies_tower1) ) ) (script dormant x05_01_predict (begin (sleep 1) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 0) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 1) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 2) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 3) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 4) (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_x05 0 False) (predict_model_section objects\cinematics\human\inamberclad\inamberclad 0) (predict_model_section scenarios\skies\generic\space\space 0) (sleep 5) (predict_model_section objects\cinematics\effects\x05_building_debris\x05_building_debris 0) (predict_model_section scenarios\objects\covenant\military\capital_ship\capital_ship 2) (sleep 5) (predict_model_section scenarios\objects\special\null_up\null_up 0) ) ) (script dormant x05_02_predict (begin (sleep 3) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (predict_model_section scenarios\objects\nature\trees\tree_leafy\tree_leafy_small\tree_leafy_small 0) (predict_model_section objects\cinematics\human\hev\hev_door\hev_door 0) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 4) (predict_model_section objects\cinematics\human\inamberclad_hevbay\inamberclad_hevbay 0) (sleep 4) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 15) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (sleep 1) (predict_model_section scenarios\objects\nature\trees\tree_leafy\tree_leafy_small\tree_leafy_small 0) (sleep 25) (predict_model_section objects\characters\marine\crewman\crewman 0) (predict_model_section objects\characters\marine\crewman\crewman 1) (predict_model_section objects\characters\marine\crewman\crewman 2) (sleep 215) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (predict_model_section objects\cinematics\human\cigar\cigar_bent\cigar_bent 0) (predict_model_section objects\cinematics\effects\x05_building_debris\x05_building_debris 0) (sleep 215) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\characters\marine\crewman\crewman 0) (predict_model_section objects\characters\marine\crewman\crewman 1) (predict_model_section objects\characters\marine\crewman\crewman 2) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) ) ) (script dormant x05_03_predict (begin (sleep 2) (predict_model_section objects\cinematics\matte_paintings\substance_space\substance_space 0) (predict_model_section objects\cinematics\effects\x05_building_debris\x05_building_debris 0) (sleep 5) (predict_model_section scenarios\objects\forerunner\industrial\halo\halo 0) (sleep 27) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 2) (predict_model_section objects\cinematics\human\hev\hev_chute\hev_chute 0) ) ) (script dormant x05_04_predict (begin (sleep 3) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\cinematics\human\inamberclad_hevbay\inamberclad_hevbay 0) (predict_model_section objects\cinematics\human\cigar\cigar_bent\cigar_bent 0) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (sleep 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 48) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\cinematics\texture_camera\texture_camera 0) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 63) (predict_model_section objects\characters\marine\crewman\crewman 0) (predict_model_section objects\characters\marine\crewman\crewman 1) (predict_model_section objects\characters\marine\crewman\crewman 2) (sleep 214) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\cinematics\human\cigar\cigar_bent\cigar_bent 0) (sleep 13) (predict_model_section objects\cinematics\human\hev\hev_chute\hev_chute 0) (sleep 128) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section scenarios\objects\nature\trees\tree_leafy\tree_leafy_small\tree_leafy_small 0) (predict_model_section objects\characters\marine\crewman\crewman 0) (predict_model_section objects\characters\marine\crewman\crewman 1) (predict_model_section objects\characters\marine\crewman\crewman 2) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 1) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 59) (predict_model_section objects\characters\marine\marine 60) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\cinematics\human\cigar\cigar_bent\cigar_bent 0) (sleep 91) (predict_model_section objects\cinematics\human\hev\hev_door\hev_door 0) ) ) (script dormant x05_05_predict (begin (sleep 2) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (predict_model_section objects\cinematics\human\hev\hev_chute\hev_chute 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) ) ) (script dormant x05_06a_predict (begin (sleep 2) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\cinematics\human\inamberclad_hevbay\inamberclad_hevbay 0) ) ) (script dormant x05_06b_predict (begin (sleep 2) (predict_model_section objects\characters\marine\marine 53) (predict_model_section objects\characters\marine\marine 74) (predict_model_section objects\characters\marine\marine 69) (predict_model_section objects\characters\marine\marine 6) (predict_model_section objects\characters\marine\marine 57) (predict_model_section objects\characters\marine\marine 58) (predict_model_section objects\characters\marine\marine 60) (sleep 121) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\characters\marine\crewman\crewman 0) (predict_model_section objects\characters\marine\crewman\crewman 1) (predict_model_section objects\characters\marine\crewman\crewman 2) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 238) (predict_model_section objects\characters\miranda\miranda 0) (predict_model_section objects\characters\miranda\miranda 1) (predict_model_section objects\characters\marine\crewman\crewman 0) (predict_model_section objects\characters\marine\crewman\crewman 1) (predict_model_section objects\characters\marine\crewman\crewman 2) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (predict_model_section objects\cinematics\matte_paintings\substance_space\substance_space 0) (predict_model_section scenarios\objects\forerunner\industrial\halo\halo 0) (sleep 31) (predict_model_section objects\cinematics\matte_paintings\delta_halo_close\delta_halo_close 0) ) ) (script dormant x05_07_predict (begin (print "next scene has no prediction...yet") ) ) (script dormant x05_08_predict (begin (sleep 2) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (predict_model_section objects\cinematics\human\inamberclad_hevbay\inamberclad_hevbay 0) (sleep 101) (predict_model_section objects\cinematics\human\inamberclad_bridge\inamberclad_bridge 0) (sleep 6) (predict_model_section objects\cinematics\matte_paintings\delta_halo_close\delta_halo_close 0) (sleep 66) (predict_model_section scenarios\objects\forerunner\industrial\halo\halo 0) (predict_model_section objects\cinematics\matte_paintings\substance_space\substance_space 0) (sleep 40) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) ) ) (script dormant 05_intro_01_predict (begin (sleep 2) (predict_model_section objects\cinematics\matte_paintings\delta_islands\delta_islands 0) (predict_model_section objects\cinematics\matte_paintings\delta_horizon\delta_horizon 0) (sleep 5) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (predict_model_section objects\cinematics\human\hev_reentry\hev_reentry 0) (predict_model_section objects\cinematics\human\hev\hev_chute\hev_chute 0) (sleep 75) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 4) (predict_model_section objects\cinematics\human\hev\hev_chute\hev_chute 0) (sleep 97) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (sleep 54) (predict_model_section objects\cinematics\human\hev\hev_chute\hev_chute 0) (predict_model_section objects\cinematics\matte_paintings\delta_islands\delta_islands 0) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (sleep 106) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 0 False) ) ) (script dormant 05_intro_02_predict (begin (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 4 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 12 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 3 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 13 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 1 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 14 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 69 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 70 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 72 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 74 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 83 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 90 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 71 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 76 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 80 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 82 True) (predict_model_section objects\cinematics\human\hev\hev_door\hev_door 0) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_ancient_medium\tree_ancient_medium 1) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_ancient_large\tree_ancient_large 1) (predict_model_section objects\cinematics\human\hev\hev 1) (predict_model_section scenarios\objects\cinematics\cinematic_anchor\cinematic_anchor 0) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 59 False) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 0) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 1) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 2) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 3) (predict_model_section scenarios\skies\solo\deltatemple\sky_bsp_00\sky_bsp_00 4) (sleep 5) (predict_model_section objects\vehicles\c_turret_ap\c_turret_ap 10) (predict_model_section objects\vehicles\c_turret_ap\c_turret_ap 11) (predict_model_section objects\characters\jackal\jackal 8) (predict_model_section objects\characters\grunt\grunt 20) (predict_model_section objects\characters\grunt\grunt 21) (predict_model_section objects\characters\grunt\grunt 22) (predict_model_section objects\characters\grunt\grunt 23) (predict_model_section objects\characters\grunt\grunt 24) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 0) (predict_model_section objects\characters\masterchief\masterchief 8) (predict_model_section objects\characters\masterchief\masterchief 9) (predict_model_section objects\characters\masterchief\masterchief 10) (predict_model_section objects\characters\masterchief\masterchief 11) (predict_model_section objects\characters\grunt\grunt 10) (predict_model_section objects\characters\grunt\grunt 11) (predict_model_section objects\characters\grunt\grunt 12) (predict_model_section objects\characters\grunt\grunt 13) (predict_model_section objects\characters\grunt\grunt 14) (sleep 138) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 2 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 29 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 59 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 41 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 27 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 40 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 39 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 10 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 17 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 22 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 65 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 52 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 53 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 54 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 55 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 56 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 119 True) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_bush\tree_bush 0) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_branch\tree_branch 0) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_ancient_large\tree_ancient_large 0) (predict_model_section objects\weapons\grenade\plasma_grenade\plasma_grenade 3) (predict_model_section scenarios\objects\nature\trees\tree_leafy\tree_leafy_small\tree_leafy_small 1) (sleep 76) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (sleep 60) (predict_model_section objects\weapons\melee\jackal_shield\jackal_shield 0) (predict_model_section objects\weapons\melee\jackal_shield\jackal_shield 1) ) ) (script dormant 05_intro_03_predict (begin (sleep 4) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 2 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 76 True) (sleep 7) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 10 True) (sleep 4) (predict_model_section objects\cinematics\human\hev\hev 1) (sleep 3) (predict_model_section objects\characters\grunt\grunt 20) (predict_model_section objects\characters\grunt\grunt 21) (predict_model_section objects\characters\grunt\grunt 22) (predict_model_section objects\characters\grunt\grunt 23) (predict_model_section objects\characters\grunt\grunt 24) (predict_model_section objects\cinematics\human\hev\hev_door\hev_door 0) (predict_model_section objects\characters\marine\marine 11) (predict_model_section objects\characters\marine\marine 15) (predict_model_section objects\characters\marine\marine 6) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 16 True) (predict_model_section objects\vehicles\c_turret_ap\c_turret_ap 10) (predict_model_section objects\vehicles\c_turret_ap\c_turret_ap 11) (predict_model_section objects\weapons\rifle\smg\smg 0) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_bush\tree_bush 0) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 59 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 68 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 19 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 20 True) (predict_model_section objects\weapons\grenade\frag_grenade\frag_grenade 0) (predict_model_section objects\weapons\rifle\battle_rifle\battle_rifle 0) (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 88 True) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_ancient_large\tree_ancient_large 1) (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 29 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 80 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 87 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 93 True) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 3 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 17 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 22 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 84 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 85 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 86 True) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 28 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 95 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 96 True) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_ancient_medium\tree_ancient_medium 1) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 27 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 101 True) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 97 True) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 89 True) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 99 True) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_branch\tree_branch 0) (sleep 1) (predict_model_section objects\weapons\support_high\rocket_launcher\rocket_launcher 2) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 90 True) (sleep 1) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 0) (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 73 True) (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 94 True) (sleep 89) (predict_model_section scenarios\objects\special\invisible_box1x2x2\invisible_box1x2x2 0) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 98 True) (sleep 15) (predict_model_section objects\weapons\support_high\rocket_launcher\rocket_launcher 0) (sleep 22) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 12 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 14 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 13 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 1 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 69 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 70 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 72 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 74 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 76 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 79 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 83 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 71 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 80 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 82 True) (predict_model_section objects\characters\jackal\jackal 8) (predict_model_section objects\weapons\melee\jackal_shield\jackal_shield 0) (predict_model_section objects\weapons\melee\jackal_shield\jackal_shield 1) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_ancient_medium\tree_ancient_medium 0) (predict_model_section objects\weapons\rifle\smg\smg 2) (predict_model_section objects\cinematics\human\hev\hev 0) (sleep 22) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 88 True) (sleep 2) (predict_model_section objects\weapons\support_high\rocket_launcher\rocket_launcher 2) (sleep 5) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 29 False) (sleep 17) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 17 True) (sleep 1) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 28 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 27 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 86 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 95 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 96 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 97 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 99 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 94 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 101 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 98 True) (predict_model_section objects\weapons\rifle\beam_rifle\beam_rifle 0) (sleep 8) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 73 True) (sleep 3) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 96 True) (sleep 8) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 95 True) (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 28 False) (sleep 5) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 71 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 72 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 78 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 79 True) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 81 True) (sleep 2) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 27 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 101 True) (sleep 40) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 84 True) (predict_model_section scenarios\objects\nature\trees\tree_ancient\tree_ancient_large\tree_ancient_large 0) (sleep 4) (predict_model_section objects\cinematics\human\hev\hev 0) (predict_model_section objects\cinematics\human\hev\hev 1) (sleep 5) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 80 True) (sleep 9) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 14 False) (sleep 12) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 29) (predict_model_section objects\weapons\rifle\smg\smg 2) (sleep 62) (predict_model_section objects\characters\masterchief\masterchief 16) (predict_model_section objects\characters\masterchief\masterchief 17) (predict_model_section objects\characters\masterchief\masterchief 18) (predict_model_section objects\characters\masterchief\masterchief 19) (predict_model_section objects\weapons\support_high\rocket_launcher\rocket_launcher 2) (sleep 65) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 4 False) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 3 False) (sleep 47) (predict_structure_section scenarios\solo\05a_deltaapproach\bsp_00 3 False) ) ) (script static teleport_bridge (begin (ai_erase_all) (ai_place lz_warthog_01) (device_set_position da_bridge 0.5) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_d (player0) ) (vehicle_load_magic (ai_vehicle_get_from_starting_location lz_warthog_01/driver) warthog_p (player1) ) (ai_place_in_vehicle allies_lz_ledge lz_warthog_01) (object_teleport (ai_vehicle_get_from_starting_location lz_warthog_01/driver) bridge_player0) (sleep_forever mission) (sleep_intro) (garbage_collect_now) (game_save) (ai_set_orders lz_warthog_01 allies_bridge_pause) (wake bridges_start) (sleep_until (= (volume_test_objects vol_winding_path (players)) True)) (wake winding_path_start) (wake old_temple_entrance_start) (sleep_until (= (volume_test_objects vol_tunnel_01 (players)) True)) (wake tunnel_start) (wake old_temple_start) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (wake grotto_start) (sleep_until (= (volume_test_objects vol_approach (players)) True)) (wake temple_approach_start) (wake tower1_start) ) ) (script static teleport_winding_path (begin (ai_erase_all) (ai_place bridge_tank) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player0) ) (object_teleport (ai_vehicle_get_from_starting_location bridge_tank/driver) winding_path_player0) (ai_set_orders all_allies allies_w_path_follow) (sleep_forever mission) (sleep_intro) (sleep_bridge) (garbage_collect_now) (game_save) (wake winding_path_start) (wake old_temple_entrance_start) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep_until (= (volume_test_objects vol_tunnel_01 (players)) True)) (wake tunnel_start) (wake old_temple_start) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (wake grotto_start) (sleep_until (= (volume_test_objects vol_approach (players)) True)) (wake temple_approach_start) (wake tower1_start) ) ) (script static teleport_temple_ent (begin (ai_erase_all) (ai_place bridge_tank) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player0) ) (object_teleport (ai_vehicle_get_from_starting_location bridge_tank/driver) temple_ent_player0) (ai_set_orders all_allies temple_ent_all) (sleep_forever mission) (sleep_intro) (sleep_bridge) (sleep_winding_path) (garbage_collect_now) (game_save) (wake old_temple_entrance_start) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep_until (= (volume_test_objects vol_tunnel_01 (players)) True)) (wake tunnel_start) (wake old_temple_start) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (wake grotto_start) (sleep_until (= (volume_test_objects vol_approach (players)) True)) (wake temple_approach_start) (wake tower1_start) ) ) (script static teleport_tunnel (begin (ai_erase_all) (ai_place bridge_tank) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player0) ) (object_teleport (ai_vehicle_get_from_starting_location bridge_tank/driver) tunnel_player0) (ai_set_orders all_allies allies_tunnel_follow) (sleep_forever mission) (sleep_intro) (sleep_bridge) (sleep_winding_path) (sleep_temple_ent) (garbage_collect_now) (game_save) (wake tunnel_start) (wake old_temple_start) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (wake grotto_start) (sleep_until (= (volume_test_objects vol_approach (players)) True)) (wake temple_approach_start) (wake tower1_start) ) ) (script static teleport_old_temple (begin (ai_erase_all) (ai_place bridge_tank) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (vehicle_load_magic (ai_vehicle_get_from_starting_location bridge_tank/driver) scorpion_d (player0) ) (object_teleport (ai_vehicle_get_from_starting_location bridge_tank/driver) old_temple_player0) (ai_set_orders all_allies allies_old_temple_follow) (sleep_forever mission) (sleep_intro) (sleep_bridge) (sleep_winding_path) (sleep_temple_ent) (sleep_tunnel) (garbage_collect_now) (game_save) (wake old_temple_start) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep 1) (wake ally_order_monitor) (sleep_until (= (volume_test_objects vol_grotto (players)) True)) (wake grotto_start) (sleep_until (= (volume_test_objects vol_approach (players)) True)) (wake temple_approach_start) (wake tower1_start) ) ) (script static teleport_grotto (begin (ai_erase_all) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (object_teleport (player0) grotto_player0) (object_teleport (player1) grotto_player1) (sleep_forever mission) (sleep_intro) (sleep_bridge) (sleep_winding_path) (sleep_temple_ent) (sleep_tunnel) (sleep_old_temple) (garbage_collect_now) (game_save) (wake grotto_start) (sleep_until (= (volume_test_objects vol_approach (players)) True)) (wake temple_approach_start) (wake tower1_start) ) ) (script static teleport_approach (begin (ai_erase_all) (switch_bsp 1) (sleep 1) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (object_teleport (player0) approach_player0) (object_teleport (player1) approach_player1) (sleep_forever mission) (sleep_intro) (sleep_bridge) (sleep_winding_path) (sleep_temple_ent) (sleep_tunnel) (sleep_old_temple) (sleep_grotto) (garbage_collect_now) (game_save) (wake temple_approach_start) (wake tower1_start) ) ) (script static teleport_tower1 (begin (ai_erase_all) (switch_bsp 1) (sleep 1) (unit_add_equipment (player0) profile_1 True True) (unit_add_equipment (player1) profile_1 True True) (object_teleport (player0) tower1_player0) (object_teleport (player1) tower1_player1) (sleep_forever mission) (sleep_intro) (sleep_bridge) (sleep_winding_path) (sleep_temple_ent) (sleep_tunnel) (sleep_old_temple) (sleep_grotto) (sleep_approach) (garbage_collect_now) (game_save) (wake tower1_start) ) )
Find difference